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Game-Changing Accessory


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#26
Hellsteeth30

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Zither!


He sure does but in my case it turns every other player into a moron.

It goes to show just how much work I do in PUGs. Only extracted once in 10 games. Buffs or no, they just dropped like flies.

That said, there were a lot of reavers and alchemists around. Pretty much guaranteed fade audience there.

It certainly explains why you never see Zither on 360 anymore. He's cursed.
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#27
Drasca

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For me personally it was the Caliban, got it on my third day. Probably one of the reasons I never gave up on this game.

Overall, Superb HoK has to be the most game changing for most people.

 

Speaking of early uniques, I got Pyre of the Forgotten, The Last Stand (mid level maul, guard on hit), and Starfang pretty early on. I definitely wanted to play Elementalist and Katari after that.


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#28
Proto

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If only I could snag a Crit Damage Ring....

 

I'll trade someone 2 superb HOK rings for it!


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#29
Cryos_Feron

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If only I could snag a Crit Damage Ring....

 

I'll trade someone 2 superb HOK rings for it!

 

hey, its just 20%, isn't it?

 

I have one but I don't use it because I consider other things to be more devastating....

 

However, maybe you are right - can you explain why those 20% are so game-changing? Maybe they are multiplicative + at the very end or something?



#30
Proto

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hey, its just 20%, isn't it?

 

I have one but I don't use it because I consider other things to be more devastating....

 

However, maybe you are right - can you explain why those 20% are so game-changing? Maybe they are multiplicative + at the very end or something?

 

Below are some demonstrations I pulled from this thread: http://forum.bioware...-and-mechanics/

 

Critical Damage Bonus %

  • Increases damage of critical attack by 1% more than non-critical attack.
  • I.e. default bonus of 40% means critical attacks hit for 1.4 times the damage of non-critical attacks.
  • Applies before damage reduction by armor.
  • Stacks multiplicatively with other damage bonus attributes.

 

Critical Damage Bonus Test 3
Testing how crit damage bonus interacts with Attack %.
Setup 1: Axe 138 dmg per hit, 75% crit dmg bonus, 3% base attack.
Setup 2: Axe 138 dmg per hit, 75% crit dmg bonus, 13% attack.
Target: level 11 outlaw with 36 armor.
 
Results (mean):
Setup 1: 219.2.
Setup 2: 238.5.
 
Conclusion:
As it has been established before, Attack % applies before damage reduction by armor. Further, based on the results it appears Attack % stacks multiplicatively with crit dmg bonus, when a crit is triggered. It seems this is another win in Attack %'s case against AP.

 

 

Personal Takeaways:

 

As willpower and cunning improve, Crit Damage becomes more and more OP.

 

Especially now that weapons / schematics offer alternative means of achieving HOK, 20% crit damage from an accessory is now arguably BiS. 

 

 

P.S. THEY STACK


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#31
Spin-Orbit

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It would be Superb HoK for me. Once I got that it made a difference I could not imagine prior to it.



#32
BraveLToaster

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Heal on Kill and Stamina are the two that actually change the way you build and play the most in my opinion.



#33
Cryos_Feron

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Below are some demonstrations I pulled from this thread: http://forum.bioware...-and-mechanics/

 

Critical Damage Bonus %

  • Increases damage of critical attack by 1% more than non-critical attack.
  • I.e. default bonus of 40% means critical attacks hit for 1.4 times the damage of non-critical attacks.
  • Applies before damage reduction by armor.
  • Stacks multiplicatively with other damage bonus attributes.

 

Critical Damage Bonus Test 3
Testing how crit damage bonus interacts with Attack %.
Setup 1: Axe 138 dmg per hit, 75% crit dmg bonus, 3% base attack.
Setup 2: Axe 138 dmg per hit, 75% crit dmg bonus, 13% attack.
Target: level 11 outlaw with 36 armor.
 
Results (mean):
Setup 1: 219.2.
Setup 2: 238.5.
 
Conclusion:
As it has been established before, Attack % applies before damage reduction by armor. Further, based on the results it appears Attack % stacks multiplicatively with crit dmg bonus, when a crit is triggered. It seems this is another win in Attack %'s case against AP.

 

 

Personal Takeaways:

 

As willpower and cunning improve, Crit Damage becomes more and more OP.

 

Especially now that weapons / schematics offer alternative means of achieving HOK, 20% crit damage from an accessory is now arguably BiS. 

 

 

P.S. THEY STACK

 

thanks. 

 

but strangely I get other results and don't know why.

 

Setup 1: Axe 138 dmg per hit, 75% crit dmg bonus, 3% base attack.
Setup 2: Axe 138 dmg per hit, 75% crit dmg bonus, 13% attack.
Target: level 11 outlaw with 36 armor.
 
1.) 138 * 1,75 * 1,03 - 36 = 212,75
2.) 138 * 1,75 * 1,13 - 36 = 236,90
 
 
Apart from that,
doesn't this mean that crit damage %   and    attack %    are contributing EXACTLY the same to the total damage ?

I mean relatively.

 

This would mean that attack % is way more important since many characters don't always hit critically.



#34
Jackyl

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I got the HOK ring a long time ago already,

but with the Dragon weapons (and certain other upgrades)
I feel like this ring lost its great importance.

I am even considering to exchange it for a superb crit ring
on some characters.


This

I run dragon dagger and wicked grace on my rogues(9%HoK) so I switched to two crit damage rings. Made a huge difference in damage while still keeping the survivability.

Overall though HoK rings seem to make the most difference across all classes.

#35
Proto

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thanks. 

 

but strangely I get other results and don't know why.

 

Setup 1: Axe 138 dmg per hit, 75% crit dmg bonus, 3% base attack.
Setup 2: Axe 138 dmg per hit, 75% crit dmg bonus, 13% attack.
Target: level 11 outlaw with 36 armor.
 
1.) 138 * 1,75 * 1,03 - 36 = 212,75
2.) 138 * 1,75 * 1,13 - 36 = 236,90
 
 
Apart from that,
doesn't this mean that crit damage %   and    attack %    are contributing EXACTLY the same to the total damage ?

I mean relatively.

 

This would mean that attack % is way more important since many characters don't always hit critically.

 

Damage Formula:
[WeaponDmg * (1 + CritDmg%) * (1 + FlankDmg%) * (1 + BarrierDmg%) * (1 + GuardDmg%) - Armor *(1 - ArmorPen%)] * (1 + Attk%) *AbilityMultiplier%


#36
Cryos_Feron

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Damage Formula:
[WeaponDmg * (1 + CritDmg%) * (1 + FlankDmg%) * (1 + BarrierDmg%) * (1 + GuardDmg%) - Armor *(1 - ArmorPen%)] * (1 + Attk%) *AbilityMultiplier%

 

... but this would mean

 

1.) (138 * 1,75 - 36) * 1,03 = 211,67
2.) (138 * 1,75 - 36) * 1,13 = 228,72

 

 

another completely different result ;-)



#37
Hellsteeth30

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Oh no, mathematics. My arch nemesis!

*flees in terror*
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#38
Proto

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... but this would mean

 

1.) (138 * 1,75 - 36) * 1,03 = 211,67
2.) (138 * 1,75 - 36) * 1,13 = 228,72

 

 

another completely different result ;-)

 

Ha, funny you posted that. I had plunked the numbers in and noticed they were off as well. I'm almost certain he took his results from in-game testing, not the formula. I could be wrong though, need to reread that thread.

 

Anyway, you've got me curious enough. I have a couple 10% crit damage rings laying around. I'll mess with them and get back to you.


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#39
Felis Menari

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I still have yet to get the almighty Superb Ring of Life Drain. My wife has two of them, despite playing roughly half as much as I have. It's really starting to kill my urge to play DAMP at this point >.<



#40
Sulaco_7

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Going forward, I think it would be really nice to have proccing gear:

 

25%/50%/75% Belt of Explosion (enemy explodes for x% of damage)

5%/10%/15% Amulet of VeilStrike (x% chance to cast veilstrike)

10%/20%/30% Ring of Fadeshield (x% damage turns into barriers)

 

etc.

 

It shouldn't be that hard to create these items within the current system and it would fundamentally change how the game is played (i.e., not min-maxing for damage anymore).  I think the game would be a lot more fun / replayable this way.



#41
konfeta

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When everyone is Arcane Warrior, no one is.


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#42
Obey1Jay

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My first break was getting a 90+ damage bow with my archer, made threatening group playable.

 

Second break was a dragon staff paired with Arcticwildlife's Arcane Warrior build, made perilous soloable.



#43
Courtnehh

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Rogue chests bud. I opened 3 warrior chests and got nothing. Rogue chests gave me everything :)

I pulled another Sulevin from my first ever warrior chest along with a dex amulet :P



#44
Courtnehh

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Going forward, I think it would be really nice to have proccing gear:

 

25%/50%/75% Belt of Explosion (enemy explodes for x% of damage)

5%/10%/15% Amulet of VeilStrike (x% chance to cast veilstrike)

10%/20%/30% Ring of Fadeshield (x% damage turns into barriers)

 

etc.

 

It shouldn't be that hard to create these items within the current system and it would fundamentally change how the game is played (i.e., not min-maxing for damage anymore).  I think the game would be a lot more fun / replayable this way.

Those would be crazy OP but so much fun :P

 

edit: was going to post again saying sorry for the double post but then I would have triple posted and have had to apologized again, saved it.