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Ring of Slicing VS. x2 Superb Rings of Attack


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12 réponses à ce sujet

#1
Vyral714

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I play a Rift Mage Inquisitor and use a crafted Wrath of Lovias with Master Spirit Rune attached. With all of my gear I have a 45% Critical Hit Chance.

My question is: Am I better off equipping 2 Superb Rings of Attack or 2 Rings of Slicing (for added Crit Chance) or a combination thereof?

Thank you in advance for your time.

 

My obvious goal here is maximum damage output and as much as I enjoy maximizing my overall damage, I'm sure there are many others who share my love of seeing ridiculous Crit numbers on my screen =]



#2
Dabrikishaw

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You are perfectly fine going for either pure %Attack or cutting the mark for some Crit Damage. Either way will see you towards the game.



#3
Vyral714

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Thank you for the reply. I'm leaning towards dual Rings of Slicing for added Critical Hit Chance. Any other opinions would be most welcome



#4
magentaman215

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Can you get more than one ring of slicing? I thought there was only one available.

#5
Vyral714

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There is only one found in game that i know of, however, there are ways to...Make more ;)



#6
zeypher

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Crit damage starts becoming a decent stat once you pass 50% crit chance and even then i think 20 crit damage is equal to 10% attack. Now if you get 70% crit chance or so then yes crit damage would be better.

 

But yea cross 50% crit and going for crit damage then is not a bad idea at all. So for your situation either will work, either 2 attack rings or the slicing rings.

 

Finally i would have suggested attack if you weren't a mage due to the mighty offence tonic which upgraded adds 100% crit damage increase, so attack in that situation would have been better.


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#7
RiverHillBlue1

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My Necromancer is currently at 83% crit chance (88% with Varric) with the Wrath of Lovias, so I go with the Superb Rings of Attack.  I could tinker with the staff blade and grip to see if I can more attack at the expense of a little crit, but hostiles die quick enough as is.  



#8
PapaCharlie9

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What's your crit damage?
 
You can calculate it out to decide which is best.
 

final_damage = (base_damage * rand(0.95 to 1.05) - armor * (1 - armor_penetration))
    * (ability_multiplier)
    * (1 + critical_damage_bonus + flanking_bonus)
    * (1 + attack_bonus + damage_multiplier + type_bonus)
    * (1 - magic_resistance)

critical_damage_bonus = (crit_chance)(crit_bonus)

Let's assume 100% crit damage and base damage of 80, to make it easy. A crit damage of 100% with 45% crit chance is a critical_damage_bonus of ((.45)(1)).

 

All else being equal and ignoring the random -/+5%, your baseline average damage without rings would be:
 
= (80)(1 + (.45)(1)) = 116
 
With two Rings of Slicing (assuming they stack both crit chance AND damage, which is a big assumption):
 
= (80)(1 + (.55)(1.2)) = 132.8
 
With two Superb Rings of Attack
 
= (80)(1.20)(1 + (.45)(1)) = 139.2

 

Seems pretty clear cut that boosting crit chance AND crit damage is the loser, based on these assumptions. If your crit damage is lower than 100%, run the numbers again with the correct crit damage. For example, if your crit damage is only 80%, then replace (1) with (.8) and (1.2) with (1).

 

The break even point is left as an exercise for the reader. ;)



#9
capn233

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The other point to consider is that all DPS won't be coming from auto attacks on a mage, so if you take Flashpoint the more likely your crits, the more likely you are to be able to cast damaging powers back to back.


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#10
Dabrikishaw

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I really wish Flashpoint didn't have that internal cooldown.



#11
Exalus

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Attack% is almost always the winner when it comes to raw damage.

 

Can superb rings of attack spawn randomly from the descent DLC chests?



#12
PapaCharlie9

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Attack% is almost always the winner when it comes to raw damage.

 

That's a bit oversimplified. The cumulative effect of buffs that are applied only when a critical hit is successful can overshadow Attack%.

 

But it does seem to be true that Attack% is good when your effective crit damage is low and even better when your effective crit damage is high, since it's multiplicative. Unless I read the damage formula incorrectly, which is always possible.



#13
BansheeOwnage

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I really wish Flashpoint didn't have that internal cooldown.

Indeed, you need to be getting a crazy amount of mana back if you want to actually fire enough spells. That, combined with needing a critical hit to trigger it, would counterbalance any problems coming with the lack of internal cooldown.