|
Post by Kieran on Mar 15, 2011 14:24:03 GMT -5
Questions about stats/gear. 1) stats on a primary offense or use a power replace? and 2) what stats should be the main focus when getting gear? Expanded versions of my questions: 1) 6.5% chance for extra dmg, is this worth anything? is there a way to increase the dmg or chance to proc? 2) From looking around the CO wiki it seems that the soft cap for str's melee dmg bonus is 70 and for the super stats dmg bonus its 200 at lvl 40. Is it easy to get to 200 in both str and dex? And for a 3rd/4th stat this build recommends con/recovery, but looking at the descriptions of the stats endurance says it helps out with "fighting" skills, not sure whats meant by that. What about ego for crits? are crits even worth anything in this game? Thanks for any and all replies. I apologize for my massive delay (and for my double-post) - my lifeguarding class and test was exhausting, and I've been just sleeping all afternoon yesterday and all morning today to recoup. Concerning your question, I normally do not find the need to spec equipment that deliberately raises damage. Usually, speccing along the lines of my Superstats works just fine. I also love to throw in Rec gear, as I personally like going into fights with more energy. The damage you deal scales with your Superstats, while many other skills that you have also improve with upgraded Superstats. As for Endurance, if an Archetype (such as the Void, the Inferno, the Mind, and the Glacier) have it as one of their Superstats, then speccing for Endurance definitely will increase your damage. Otherwise, Endurance just increases your energy pool (and thus indirectly increases the energy you gain from your Energy Builder). As for Ego, the necessity of criticals can range from absolute to zilch. Archetypes such as the Specialist or the Soldier (and even the Marksman) thrive on crits and have a hard time functioning without them, while crits are nearly useless to a Mind.
|
|
|
Post by knowledge3754 on Mar 16, 2011 9:49:12 GMT -5
Questions about stats/gear. 1) stats on a primary offense or use a power replace? and 2) what stats should be the main focus when getting gear? Expanded versions of my questions: 1) 6.5% chance for extra dmg, is this worth anything? is there a way to increase the dmg or chance to proc? 2) From looking around the CO wiki it seems that the soft cap for str's melee dmg bonus is 70 and for the super stats dmg bonus its 200 at lvl 40. Is it easy to get to 200 in both str and dex? And for a 3rd/4th stat this build recommends con/recovery, but looking at the descriptions of the stats endurance says it helps out with "fighting" skills, not sure whats meant by that. What about ego for crits? are crits even worth anything in this game? Thanks for any and all replies. gear guidelines should probably be included with this guides. I often have these kinds of questions myself. Whatcha think cradock?
|
|
|
Post by Kieran on Mar 18, 2011 18:26:57 GMT -5
gear guidelines should probably be included with this guides. I often have these kinds of questions myself. Whatcha think cradock? The reason why I haven't made such a guide (and possibly why others haven't either) is because the subject of gear and how to equip it is dynamic and largely a personal choice. I like to spec my gear according to how I feel I'm doing at the moment in the game. For example, if my damage output is low, I might spec more along my Superstats, while if I feel my equilibrium is poor, I'll add more recovery gear. For me, the process of gearing is always in motion, so that is why I don't advise a strict formula.
|
|
|
Post by knowledge3754 on Mar 22, 2011 9:32:16 GMT -5
gear guidelines should probably be included with this guides. I often have these kinds of questions myself. Whatcha think cradock? The reason why I haven't made such a guide (and possibly why others haven't either) is because the subject of gear and how to equip it is dynamic and largely a personal choice. I like to spec my gear according to how I feel I'm doing at the moment in the game. For example, if my damage output is low, I might spec more along my Superstats, while if I feel my equilibrium is poor, I'll add more recovery gear. For me, the process of gearing is always in motion, so that is why I don't advise a strict formula. I'm seeing exactly what you mean right now. I just got my Blade to 27, so she has Dragon's Bite now. It costs a whopping 49 energy just to tap! Before now I never had energy problems so I didn't waste slots on recovery, but now if I ever want to use that power regularly I'll need to seriously invest in that stat!
|
|
|
Post by Kieran on Mar 22, 2011 20:10:57 GMT -5
I'm seeing exactly what you mean right now. I just got my Blade to 27, so she has Dragon's Bite now. It costs a whopping 49 energy just to tap! Before now I never had energy problems so I didn't waste slots on recovery, but now if I ever want to use that power regularly I'll need to seriously invest in that stat! Exactly. And the amount of Recovery needed to use, for example, Dragon's Bit, might change from person to person depending on playstyle and and preference. So yeah, adaptability is the best advice I can offer when it comes to gear.
|
|
|
Post by yajyaj on Mar 22, 2011 23:47:06 GMT -5
I was thinking since both endurance and recovery increases energy gain from energy builder, is it better to get endurance stat for utility items then focusing on strength and dexterity on my offensive items?
|
|
|
Post by Kieran on Mar 23, 2011 0:15:54 GMT -5
I was thinking since both endurance and recovery increases energy gain from energy builder, is it better to get endurance stat for utility items then focusing on strength and dexterity on my offensive items? It really does depend on you. By sacrificing items that boost your Superstats, you're decreasing the direct damage that you do. Moreover, Strength can increase your damage by up to 20% (separate from your Superstate scaling) and Dexterity increases your chance to crit, so by forgoing them, you're not doing as much damage overall. However, by increasing your energy pool or Equilibrium, you're able to spam your damaging moves more than you would be able to with lower energy/Equilibrium, so you're ultimately doing more damage than you would normally be able to do. So it kinda balances out in the end, and that's why it depends on personal preference and playstyle. However, I recommend Recovery over Endurance because while Endurance just increases your energy, Recovery gives you more energy with your Energy Builder (which basically grants you more energy) and it also increases your Equilibrium (which lets you go into battle with more energy), so you're kinda killing two birds with one stone.
|
|
|
Post by yajyaj on Mar 23, 2011 1:28:42 GMT -5
Oh I see, thanks.
|
|
|
Post by Kieran on Mar 23, 2011 8:52:14 GMT -5
No problem! Remember, though, that what I say is just my opinion - it's much more important to play in a way that you personally feel is best. I'm honored if you take my words into consideration, but ultimately, what works best for you and in your opinion is the best course of action.
|
|
|
Post by delfinclutch on Mar 24, 2011 12:59:33 GMT -5
1) 6.5% chance for extra dmg, is this worth anything? is there a way to increase the dmg or chance to proc? Chance to proc, no. Pretty much all Power Replacers are 6.5% (one out of sixteen) to activate. Bonus damage will increase with better quality items (higher level), topping out somewhere around 1250. Whether it's worth using depends on doing a little math. Call the bonus damage X and think to yourself: If I hit enemies 16 times, this item will give me X bonus damage on average. Now, equip a 'normal' Primary Offense weapon that boosts your STR and/or DEX. If STR, see how much extra damage your base attacks seem to be doing with it equipped. Is that much extra damage times 16 greater than X? (Depends on which attacks you spam, but almost assuredly.) If DEX, see by how much your Critical % goes up. Is the gain greater than 6.5%? (Probably.) Is your Critical Severity high enough to make one or two critical hits do more than X damage? (Depends on which attacks crit and on your Ego, but probably.) The shorter version of all that: You're probably better off equipping it once to unlock the costume item and then using a Primary Upgrade with better stats. That said, once you hit the point of diminishing returns on your superstats (in the 200s), the math just might come around the other way. Test out some of the high-end Power Replace weapons when you get up around level 40. Also, many of them just look too damn cool to ignore. HELLO. I AM HERE TO CRUSH YOUR SKULL INTO LITTLE TINY PIECES. HELLO. I AM HERE TO LEAVE JUST ENOUGH OF YOU TO SMEAR ON A PIZZA.
|
|
|
Post by ashen on Mar 28, 2011 2:05:54 GMT -5
Questions about stats/gear. 1) stats on a primary offense or use a power replace? and 2) what stats should be the main focus when getting gear? Expanded versions of my questions: 1) 6.5% chance for extra dmg, is this worth anything? is there a way to increase the dmg or chance to proc? 2) From looking around the CO wiki it seems that the soft cap for str's melee dmg bonus is 70 and for the super stats dmg bonus its 200 at lvl 40. Is it easy to get to 200 in both str and dex? And for a 3rd/4th stat this build recommends con/recovery, but looking at the descriptions of the stats endurance says it helps out with "fighting" skills, not sure whats meant by that. What about ego for crits? are crits even worth anything in this game? Thanks for any and all replies. The bonus melee damage for Strength is a hard cap at 70 strength at level 40. The proc rate of a power replacer is affected by a power's charge time. The 6.5% is base. If you charge a power for 2 seconds that raises to 13%. The damage bonus of a power replacer can be affected by energy forms and the like. So a PR that provides bonus fire damage will be affected by Fire form, a PR that provides bonus melee damage will be affected by martial forms, etc.
|
|
|
Post by delfinclutch on Mar 29, 2011 9:43:42 GMT -5
Hit L32 last night. I was on the fence about Inexorable Tides, as Scything Blade w/Swallowtail was already a good cone AoE and, given my death count so far, bursts of 15 seconds in which I could just let loose without eating damage sounded pretty good.
Then I tried it and realized the most enjoyable thing -- Inexorable Tides is REPEATABLE rapidly, meaning if you have the energy for it, you can spam it and send groups of VIPER drones 30+ feet in the air.
|
|
|
Post by ashen on Mar 31, 2011 21:33:08 GMT -5
Hit L32 last night. I was on the fence about Inexorable Tides, as Scything Blade w/Swallowtail was already a good cone AoE and, given my death count so far, bursts of 15 seconds in which I could just let loose without eating damage sounded pretty good. Then I tried it and realized the most enjoyable thing -- Inexorable Tides is REPEATABLE rapidly, meaning if you have the energy for it, you can spam it and send groups of VIPER drones 30+ feet in the air. The ability to interrupt a foe's charge up attack rather than blocking it is also a great plus to Inexorable.
|
|
|
Post by delfinclutch on Apr 1, 2011 15:48:56 GMT -5
Absolutely. It's quick, does pretty good damage, and while enemies with KB resistance can often suck up the first hit, two or three fast ones will often topple them before their charged attack goes off. I was juggling Heebiejeebie around last night, for instance; while he can outdamage me if I'm just trading shots, he can't do much while he's a bouncing ball, so once I overcame his initial KB resistance he was an easy target.
Going back and forth between blades and feet develops a nice rhythm. With Form running, every bleed Scything Blade causes is another stack of Focus, which makes Tides hit all that much harder. Add in some crits from high Dex and it's overtime for the maid.
|
|
|
Post by blackdragon on Apr 6, 2011 8:17:39 GMT -5
Could u help me? I dont know if i should be the blade because i dont know how good he is in Champions Online.
|
|