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Stat Priority for KE when crafting?


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#1
swk3000

swk3000
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I'm wondering what stats I should be prioritizing when crafting armor for my KE, as I'm currently a little lost. The only thing I know for sure is that Armor Penetration is useless for a mage. What should I focus on? Which armor schematics are good for end-game, and where do I get them? Are there any material slots I should look for on lower level armor schematics (e.g. Leather Utility, Cloth Offense, etc.)?

#2
stephen_dedalus

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I sought out leather offense and leather utility in order to boost my KE's cunning and crit chance. I crafted her a set of superior prowler armor, removed the class restriction with snofleur skin, then used lurker skin to make her cunning respectable. Then I crafted her a seer staff to further boost crit chance. I don't know if the build optimized her offensive capabilities, but I do know that it optimized my fun. I know that those items aren't considered lower level gear, but they are obtainable immediately after arriving at skyhold (the armor's at the hissing wastes dog vendor when you have the Short List perk; the staff must be farmed from lvl 3 chests, which Sulevin's Cradle is great for).

#3
Rynas

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Because of the way the damage calculation formula works, average damage bonus from gear can be reduced to

 

(1 + Attack) * (1 + CritChance * CritDamage)

 

That means a good rule of thumb is to keep your total Attack about equal to CritChance * CritDamage.  It's actually a bit more complicated than that, because CritDamage is "cheaper" and also because of Flashpoint and certain ability bonuses, but that's a good approximation.

 

Offense slots (+1.75% Attack/CritChance or +3% CritDamage) are better than Utility, so avoid Utility on Staffs and staff upgrades.  There are no Offense slots on armor, so you need to settle for Utility on armor if you want max damage.  That means Magic/Willpower (+0.5% Attack), Cunning (+0.5% CritChance), or Dexterity (+1% CritDamage), depending on what your other gear looks like.