DPS Attribute Ranking
Assumptions:
- Weapon damage 150; enemy armor 50. Existing stats: 10% Attack, 0% AP, 40% Crit Dmg Bonus, 25% Flanking Dmg, 10% Crit Chance.
- A well-balanced party, with removals dedicated to Guard (Shield Bash, War Horn, etc.) and Barriers (Dispel).
- Ranking is for a pure DPS character. Not a tank/support who may want Stagger % to allow the party easy combos, or crit % to trigger party-wide effects.
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Willpower's auxiliary effect of magic defense is considered, since it's simply too vital on harder difficulties for all characters.
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The ranking applies to only very general situations. For specific party composition, enemies, locations, etc. It would be best to use the damage calculator (listed above) for more precise min-maxing.
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Flanking damage % is best stat If a DPS in a flanking position. Otherwise it's worthless.
Crafting Priority:
3% Flanking Dmg > 1.75% Attack > 3% Armor Pen > 1.75% Crit Chance = 1.75 Dexterity (rogue) >1.75 Willpower > 1.75 Magic (mage) = 1.75 Strength (warrior) > > 1.75 Cunning > 3% Crit Dmg > 3% Barrier Dmg > 3% Guard Dmg
Gear Equivalents:
- 0.67% Flanking Dmg
- 1% Attack (benchmark)
- 2% Armor Pen
- 1.6% Crit Chance
- 1.5 Dexterity
- 2 Willpower/Strength/Magic
- 3.2 Cunning
- 7% Crit Dmg
Hey GhoXen, your attribute rankings for DPS have been spot-on (along with all the other information about DPS priority in this thread). Other than "guard generation is king", what are your thoughts on Tanking Attribute priorities?
At first blush, I'm leaning towards this as a solid prioritization, but would like to see what the more mathematically-inclined have to say:
Health > Constitution > Magic Defense > Melee Defense > Ranged Defense > Armor > Willpower > Strength
Guard cap is 25% Max HP, so it stands that stacking HP will allow for greater total guard (is guard generation a percentage or a flat value?), hence straight HP as highest priority, followed by Con for the 5hp/point.
According to your enemy damage calc above, it appears that armor and penetration are calculated before attack attribute (melee/ranged/magic), but only apply to physical attacks, so I prioritized them below the attack types, due to the percieved over-saturation of magic-type attacks rendering armor null.
That takes care of survivability, leaving only the threat generation and maintenance portion of tanking. I assume that damage has some relevance to maintaining threat beyond the warrior's taunts, so unless you can keep enough uptime on the taunts to maintain aggro (not a Warrior main, so I don't know), your tank will need to deal some damage, and thus Willpower followed by Strength to round out the stats.
Additions? Rebuttals? Thoughts?
-EDIT-
Also, when crafting, you'd want to prioritize your slots as below (based on the same priority)?
Metal Defense > Metal Utility > Cloth Defense > Leather Defense > Cloth Utility > Cloth Offense = Metal Offense