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Renegade Control Wizard + stone >>> Pref stats?

tsiphontsiphon Member, Neverwinter Beta Users Posts: 5 Arc User
edited June 2013 in The Library
Currently, I have the full Shadow Weaver set, ancient fugitive's necklace, ancient slavemaster ring, minor grand slavemaster ring, grand slavemaster belt, and gemmed pants/shirt. My main and offhand are just pvp type stuff, and i'm working towards the CM.

I have a stone of allure, max leveled, currently with the same neck/ring, and a good icon on it.

My stats are as follows:

3.9k power,
3.2k crit strike,
187 armor pen
3.9k recovery.

So, I see other CW in CN running insane amounts of recovery (getting to like 4.8k+ i think), which was like 7-10% more CDR than I had at the time before getting more items/leveled stone and hitting my current recovery.


I have had people tell me crit strike generally caps out around 3k, and recovery caps out around 2.5-3k, although i have heard different things from different people.

Right now I have my stone enchanted to stack power for the eldritch bonus (7% I believe).

The CW with the crazy recovery only had like... maybe .5 if that seconds less on his cooldowns, probably more like .25.

So what I'm asking is do you guys stack recovery that much? I feel like my current ~40% crit chance is a bit high, considering I proc Eye of the Storm all the time for free crits, and that makes it seem like a pretty wasted stat to me. Replacing it with Armor pen or more power would seem sensible. I have been told armor pen caps at 2k anyways as well.


tl;dr What are the stat caps you guys have heard, and besides the obvious stacking of power after hitting the caps for crit and recovery, do you guys put any enchantments or gear pref into Armor pen instead of straight power?
Post edited by tsiphon on

Comments

  • thorizdenthorizden Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 0 Arc User
    edited June 2013
  • fondlezfondlez Member Posts: 0 Arc User
    edited June 2013
    This is my current understanding.

    It's because people keep talking about "soft caps" on crit and recovery. There are no real soft caps on those stats on most classes. About the only one I am aware of was the Astral Shield uptime one, where the objective was to stack Recovery to reduce the cooldown to match the length of this critical spell so you could have it up 100% of the time. That is no longer possible with the huge AS uptime nerf.

    The only real soft cap(s) appears to be on Armor Penetration. This is because bosses seem to have the same maximum mitigation at around 24% which works out to about 2500 Armor Penetration to ignore. Any more than that is completely and utterly useless in PvE because ARP cannot ignore past 0% mitigation.

    PvP is more complicated but basically if you have Lesser Plaguefire Enchantment on your weapon for 15% mitigation reduction after 3 stacks, you only need the PvE softcap to reduce the mitigation of most players to 0% since not many players have 39% Damage Resistance. With a Greater Plague Fire Enchantment at 45% mitigation reduction after 3 stacks, those odd one or two GFs or even GWF's that may have slipped through before, will be mopped up too. Of course, many would argue that an even better alternative is a Perfect Vorpal for PvP instead of GPF, especially given the CW's tabbed Ray of Enfeeblement.

    Why ARP at all if many classes have mitigation reduction spells? It's because spells generally buff your damage after mitigation reduction too. So, you have to balance ignoring as much armor as possible versus not losing other extremely useful stats (especially in pvp) like Crit, Recovery, and, to a much lesser extent for most classes, Power. Of course, in a group setting against a common enemy, where mitigation reduction spells are being used regardless and therefore the target's armor is likely to be at 0%, the value of having ARP at all reduces significantly...

    So, back to the "soft cap" issue. It seems many players use that word to apply to Diminishing Returns. DR kicks in around 2K on Crit and 3K on Recovery. Add on another 1K to 3K total on Crit and 4K total on Recovery and you will see miniscule returns on every single affected Offensive Stat after that point. But why go past the initial DR levels? Because in different contexts stacking as much Recovery or Crit either,

    1. Does add a noticeable difference in certain Offensive Stats or output combined with certain spells, e.g. there is a very noticeable difference between the AP gain from a 4k Recovery tabbed Entanglement versus a 3k one. Or the difference between 2.5% extra Crit if your whole build is based around Crit, like Renegade + Eye of the Storm + Vorpal.

    2. It adds a lot build flexibility if you can achieve those higher levels of key stats with minimum gear. You can swap out different pieces depending on what you need for particular contexts like PvE or PvP or even individual fights, like AoE damage, single target damage, AoE control, single target debuffing, etc. This is especially the case for CW because many sets 4pc bonuses do not work at all or do not work as described or are otherwise broken (like you have to keep swapping armor to keep up buffs in middle of fights).

    On CW, it even makes sense to have different augment companions with different stat stacks, imo.

    From my findings, I believe you can stack about 1,000 ARP total without losing too much existing stats. Also, 2K+ defense for something like 31%+ Damage Resistance seems to enable surviving most dungeon burst damage except something like 2+ Mirrored Gaze (the "Hands") of final boss in CN. To survive stacks of those you have to do extraordinary things like stacking HP as well as 2K def, which does not seem worth it since being hit interrupts you for a long time (which places you and the group in even more danger), and they are quite easily avoided unless you get very unlucky.
  • thorizdenthorizden Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 0 Arc User
    edited June 2013
    You're completely incorrect on the soft cap issue, at least with a soft cap being diminishing returns. (not my work btw)

    Take a look at the video I linked to, it gets much more expensive to get another percentage on all of the stats except power as you increase them.
  • fondlezfondlez Member Posts: 0 Arc User
    edited June 2013
    thorizden wrote: »
    You're completely incorrect on the soft cap issue, at least with a soft cap being diminishing returns.

    Like I said, many players misunderstand "soft cap" as meaning a general Diminishing Returns point. A cap is an actual cap. It means there is literally no point going higher than X value because of X reason.

    It is just like a "hard cap" except the difference is that going above that value is either impossible or completely pointless under all circumstances. The only difference is "soft cap" is for a specific reason.

    So, that video you keep mentioning is talking purely about Diminishing Returns. At no point ever, does Kripp say DO NOT GO PAST X level. He simply states the point at which the efficiency changes non-linearly in purely numerical and general terms for that specific stat rating.
  • kbisthemankbistheman Member Posts: 8 Arc User
    edited June 2013
    thorizden wrote: »
    You're completely incorrect on the soft cap issue, at least with a soft cap being diminishing returns. (not my work btw)

    Take a look at the video I linked to, it gets much more expensive to get another percentage on all of the stats except power as you increase them.

    Actually, he's not. Although most CW's I know use like 6k Recovery and 3k power with almost no other stats, I try to go for balanced stats. ATM with my current stats being 4k Power, 2.3k Crit, 5.2k Recovery, 1k Defense and only 300 ARP I wouldn't mind sacrificing some recovery to gain ARP. I am going for at least 1.2k ARP and stay above 4.5k Recovery because I don't totally go for DPS, I go for always having a singularity up to knock off ads. That's just my thought though...
  • lupita170lupita170 Member Posts: 122 Bounty Hunter
    edited June 2013
    kbistheman wrote: »
    Actually, he's not. Although most CW's I know use like 6k Recovery and 3k power with almost no other stats, I try to go for balanced stats. ATM with my current stats being 4k Power, 2.3k Crit, 5.2k Recovery, 1k Defense and only 300 ARP I wouldn't mind sacrificing some recovery to gain ARP. I am going for at least 1.2k ARP and stay above 4.5k Recovery because I don't totally go for DPS, I go for always having a singularity up to knock off ads. That's just my thought though...

    There will be virtually no difference in your ability to black hole with 3k recovery versus 4.5k, the number you have selected is completely arbitrary. You'd be much better off getting to the armor pen soft cap of 2200.
  • thorizdenthorizden Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 0 Arc User
    edited June 2013
    fondlez wrote: »
    Like I said, many players misunderstand "soft cap" as meaning a general Diminishing Returns point. A cap is an actual cap. It means there is literally no point going higher than X value because of X reason.

    It is just like a "hard cap" except the difference is that going above that value is either impossible or completely pointless under all circumstances. The only difference is "soft cap" is for a specific reason.

    So, that video you keep mentioning is talking purely about Diminishing Returns. At no point ever, does Kripp say DO NOT GO PAST X level. He simply states the point at which the efficiency changes non-linearly in purely numerical and general terms for that specific stat rating.

    Yes, hence the soft cap, ie the point in which diminishing returns makes the cost of getting more of X less than worthwhile. AFAIK that's all the term has ever been used for in MMO mechanics. The only reason that builds like 6k recovery "work" is that so much of the CW's job is knocking mobs. I don't expect that to true for too much longer given the changes on test.
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