Hello, I was looking in the old forums for guides where a prioritization of the offensive stats is mentioned regarding to Kaladim-server. But the information there was not sufficient. I mostly play heroic and do not raid. I think crit , reuse-speed and potency are important, but what is the impact of ability-mod or DPS-mod on DPS ? Are there seasoned brigands or other melee-dps players that have good hints / ideas or expirience to share ? Thank you in advance
What seth said as long as you understand some reasonable caps. MA - 116 Hard Cap DPS - 280 Soft Cap with significant gains over ~500 Haste - 200 Hard Cap Reuse - 60 soft cap for melee 100 hard cap Abmod - I'm guessing as I don't play a brig, but probably soft cap in the 1200 range.
http://eq2library.com/guides/stats-breakdown/#offensive Haste cap is 200 and flurry conversion over 200 was removed?
Does someone have the curve mathed then? When this was changed there was apparently no patch notes. Or to say, the patch notes only reference the overcap conversion removal, not the change in the cap / curve. BTW, Great Game!
I did some initial testing on this, and 174 haste gives you 100% haste. So if the cap is 300 (can't prove it yet, the last 126 points is only going to give you 25% more haste. So after 174, you're getting around 1% haste for every 5 additional haste. I won't call it a soft cap, but I bet reuse is going to pay off better than haste after ~170.
Yeah diminishing returns does come into effect pretty hugely when it comes to those stats, thats why on my assassin i only have like 50-60 haste and i get the rest of mine in raid, and i focus reuse, at 91 - 98 - 104 sometimes.
I have no idea when they changed this. I always thought it was 200, and then overcapped to flurry until this last december with the last expansion. One day I hovered over it and I saw at 220 I was only at around 113% faster, and got super confused as to when it was changed with no indication, as typical.
The only benefit I see with dps mod after 300 is the lower end hit increases. On my Ranger with group buffs and temps I get close to 600 dps mod and at that time my top end weapon hit damage stays the same as it is at 300 dps mod
looks like this Agility 1316 never changed DPS mod / Base Damage / Actual Damage 123 / 694-1610 / 2012-5131 164 / 748-1757 / 2198-5629 199 / 784-1853 / 2320-5955 277 / 832-1979 / 2481-6385 294 / 836-1989 / 2495-6421 297 / 836-1991 / 2497-6426 314 / 836-1992 / 2498-6429 380 / 848-1992 / 2538-6429 414 / 868-1992 / 2606-6429 484 / 880-1992 / 2646-6429 536 / 880-1992 / 2646-6429 The 536 is as high as I could get it without swapping gear or using procs incombat which would also change my agility stats
as there are +offensive skills tied to my dps temp buffs, I'm pretty sure that is why we see the increase to the lower end hits
I wouldn't trust any of those tooltips or waste my time trying to figure out the math. Pretty much have to try gear out and look at parses, if you are questioning the stats. Flurry and multi attack would by my top priority, crit and potency automatically come on everything and kinda "is what it is", high dps mod haste and abil mod. Reuse is nice but since you aren't raiding I don't think I would chase it... the longest fights are maybe 20 seconds and, especially in pickup groups, the pulls can be slow and you can be relying on your own self buffed melee stats.