Hakkon attachments
#1
Posté 04 mars 2016 - 02:21
#2
Posté 04 mars 2016 - 03:42
My stats are 130/130/150. Is it wise to add additional crit dmg on top of the existing 100% bonus? Or is it a waste of a slot? I'm not a math guy but I would think what is gained beyond the 100% is not as significant as what is gained without it.
If you mostly play NM then I would suggest putting armour pen on metal slots, crit damage on leather and Hok on cloth slots.
Attack stats and crit damage are multiplicative so higher attack stats would make crit damage more valuable.
In higher difficulties armour penetration becomes increasingly useful due to increased armour rating.
And putting Hok stats on your attachments frees up your ring slots, letting you wear something more useful like dragon rage ring or power chord ring etc. For your "bread and butter " abilities, skill rings really do make a substantial difference to your damage.
#3
Posté 04 mars 2016 - 04:53
My stats are 130/130/150. Is it wise to add additional crit dmg on top of the existing 100% bonus? Or is it a waste of a slot? I'm not a math guy but I would think what is gained beyond the 100% is not as significant as what is gained without it.
Longsword = HOK and Attack or Armor Pen.
Bow = HOK
Greatsword, Dagger and Staff you need to choose:
Dagger - Rogues get a +16 cunning armor attachment, extra cunning from passives and extra critical chance from passives. I would definitely add Critical Damage and Attack or Armor Penetration to the dagger.
Greatsword - Doubt you will see a noticeable difference. Critical Chance aids flow of battle and will take better advantage of the base 100% Critical Damage. But, you're pretty close to the cunning threshold where Critical Damage is "mathematically" better for damage. Personally, I would just add max Critical Damage and Attack or Armor Penetration.
Staff - I like to use the Dragon Staff Blade as a damage attachment with Critical Damage + Attack and the (Thin Staff Grip?) for HOK. But, there is also a staff blade that you can add HOK and Willpower. You might be best served going that route to free up ring slots.
#4
Posté 04 mars 2016 - 06:30
for lower stats, anyone under 100s, it is the best to go either Attack% (all around difficulty) or Armor pen (if playing mainly nightmare), but i did the math and if the unit does not contain over ~70 armor then it is better to invest in Attack% (most of the time). the only enemies that go well over this are the Templar guys that turn their units into demons, and other brutes. So if you are taking out archers or smaller enemies most of the time go for straight Attack%, while if you seem to be dealing with the brutes and tough enemies, go for armor pen. Armor pen is more effective on lower damage levels so daggers will benefit the most from using armor pen while two handed swords will benefit more from that of Attack%, although daggers don't always need that armor pen like if you use alch you'll be dealing elemental damage or you already get so much damage from flank.
-Attack% on Mages only as armor pen does not affect magic damage (obviously)
Another thing to consider is HoK, for my bow i went full HoK since i was so use to my previous bow (heartstring). I only put HoK on the bow and nothing else, although I have considered putting it on my two handed Hakkons once i obtain said Hakkons.
With your stats, i would think with the base 40% crit damage plus the 100%, it would be best to invest in Armor Pen for most of your Hakkons. Attack% is good too, but with your 130 willpower you are getting a 60% * 140% every crit, so adding in that extra 20-30% won't buff it by a huge amount, while the Armor pen will kill off the enemies armor before your damage modifiers are applied.
-damage formula looks similar to this: [(Base Weapon - (Enemy Armor * (1 - Armor Pen))) * (Crit * Flank) * (Atk%) * (Guard/Barrier/etc.)]
My Excel Sheet to find the best attachments
I made an excel document to test damage ratings with certain stats. You can find it here if you wanna test out possible damage ratings.
Pretty much just plug in the numbers and you get your answer for your average damage for armor 0 to 120.
Notes about the spreadsheet:
-NOTE 1: if you are not looking for adding in Flanking attacks leave it at 0. The base flanking damage of 25% is not added in as it screws with the
formula. If you have a bonus flank of 15% please input 40% into the flank damage field if you wish to view your flanking damage.
-NOTE 2: Max damage section incorporates when you land a critical strike. Min damage section incorporates when you don't land a critical strike.
-NOTE 3: Average damage is your damage average across 100 hits. This includes your crits and norm attacks.
#5
Posté 04 mars 2016 - 06:52
- Minuos et Caldyrvan aiment ceci
#6
Posté 04 mars 2016 - 08:00
for lower stats, anyone under 100s, it is the best to go either Attack% (all around difficulty) or Armor pen (if playing mainly nightmare), but i did the math and if the unit does not contain over ~70 armor then it is better to invest in Attack% (most of the time). the only enemies that go well over this are the Templar guys that turn their units into demons, and other brutes. So if you are taking out archers or smaller enemies most of the time go for straight Attack%, while if you seem to be dealing with the brutes and tough enemies, go for armor pen. Armor pen is more effective on lower damage levels so daggers will benefit the most from using armor pen while two handed swords will benefit more from that of Attack%, although daggers don't always need that armor pen like if you use alch you'll be dealing elemental damage or you already get so much damage from flank.
-Attack% on Mages only as armor pen does not affect magic damage (obviously)
Just want to point out that Critical Chance > Attack when under 100s. Pretty sure you were only comparing the offensive Metal portion of mods.
Another thing to consider is HoK, for my bow i went full HoK since i was so use to my previous bow (heartstring). I only put HoK on the bow and nothing else, although I have considered putting it on my two handed Hakkons once i obtain said Hakkons.
36% HOK is just too nice to pass up. You don't put HOK on your 1-hander or staff?
Don't you dare put HOK on your two-hander!
My Excel Sheet to find the best attachments
I made an excel document to test damage ratings with certain stats. You can find it here if you wanna test out possible damage ratings.
Pretty much just plug in the numbers and you get your answer for your average damage for armor 0 to 120.
Thanks.
#7
Posté 05 mars 2016 - 03:20
Just want to point out that Critical Chance > Attack when under 100s. Pretty sure you were only comparing the offensive Metal portion of mods.
36% HOK is just too nice to pass up. You don't put HOK on your 1-hander or staff?
Don't you dare put HOK on your two-hander!
Thanks.
I see no use in the HoK on the staff, as i'm pretty much barriered up since i play my mages with the Belts on.
This goes the same for one handed as I always have enough guard or have HoK rings on already.
You are also probably correct on that critical chance part, ill have to look into it, with the spreadsheat though i do have an Average Damage stat, which will show your average damage over so many hits. I believe when i tested critical chance it was close, but somewhat lower. I may be wrong though.
Also no problem about the spreadsheet, my friends were getting heated over the topic of Armor Pen, Attack%, and whats best. I wanted to prove them wrong by making this and testing attachments, rings, and more
#8
Posté 05 mars 2016 - 06:08
I don't see why you wouldn't use at least 15% HOK in any circumstance.
#9
Posté 05 mars 2016 - 04:42
#10
Posté 08 mars 2016 - 06:52
Has anyone tested Stagger on Hit? And I am not asking if it´s more or less useful to use it I just want to know because I tested and it seems not to do anything (yea I know, maybe "working as intended" ^^ )
Besides, unless you are playing routine with 200+/200+/200+ I think it is wise to have at least 10% HoK. Then it makes sense to put in HoK upgrades into weapons (except for 2handed because the upgrades that can give Hok for 2H are very very bad
) for the rest you will get more than 10% in a weapon which frees up a Ring slot for something more useful (Ability Ring or whatever)
But as FPM said getting more crit chance is wise, too. Well, until you have enough of it ![]()
And when you have enough crafting materials then just test yourself if it´s not going well for you with these try other upgrades, repeat as often as necessary





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