How much STR-CON-DEX should a 100% PVE GWF have in endgame? Should I go for a balanced 20-20-20 or leave one at 12 and rise the other two? Wich ones should I prefere?
Yes, I'm taking those 3 classes to lv20+ to start training professions/parying at the shrine, and since base stats are the only thing that can't be rerolled... I read many guides already but wanted another opinion from forum's members. Thanks for the link! :-)
GWF is unique class thanks to his bonus on CON: every single (con/str/dex)attribute increase your damage by 1%! (well...basicly)
STR - direct 1% boost
CON - 1% ressistance ignored
DEX - 1% crit = 1% more DPS(assuming you have normal vorpal)
what is more interesting are side effects:
STR - 1% stam regen = more sprints
CON - 2% HP = more surviability, stronger Unstoppable, more effective selfhealing
DEX - 0.5% deflect = 0.25% damage resistance which cannot be ever removed by penetration
choose which side effect favours most your gameplay
GWF is unique class thanks to his bonus on CON: every single (con/str/dex)attribute increase your damage by 1%! (well...basicly)
STR - direct 1% boost
CON - 1% ressistance ignored
DEX - 1% crit = 1% more DPS(assuming you have normal vorpal)
what is more interesting are side effects:
STR - 1% stam regen = more sprints
CON - 2% HP = more surviability, stronger Unstoppable, more effective selfhealing
DEX - 0.5% deflect = 0.25% damage resistance which cannot be ever removed by penetration
choose which side effect favours most your gameplay
Dex also increases AoE damage resistance. Just fyi.
Chosing vs dex or Con may also change which feats you chose as well.
If you go a con focus, take some points in constitution focus and it may be worth taking Unstoppable recovery because of your high HP.
Dex focus means you'll crit more and it would be worth having deep gash and student of the sword in your build.
Does 1% damage reduction mean 1% more damage or les than 1% more damage? How do calculations work?
So try an expample. If you had penetrated 1% of 20% defence on 10 000 hit, you would had hit for 8100 instead of 8000. If you divide eachother, you will end up with total 1,0125% more damage for this particular one %.
So more. BUT dont forget there are some caps beyond which it doesnt worth to increase, if you take CON you dont have to stack so much armpen, meaning you can spend "saved" gear stats elsewhere.
Comments
http://nw-forum.perfectworld.com/showthread.php?437341-Community-Class-Guides-Builds-and-Resources
STR 16 - CON 13 - DEX 17 - INT 11 - WIS 9 - CHA 11
The main alternative was
STR 16 - CON 12 - DEX 18 - INT 10 - WIS 10 - CHA 10
But I feel the first one more balanced... or not?
Either way. 2% damage increase or 2 %crit.
STR 20 (+2 human pick)
CON 12
DEX 13
INT 10
WIS 8
CHA 10
Finishing at :
STR 26
CON 15
DEX 19
INT 12
WIS 10
CHA 12
PVP? Yeah not the above....
STR - direct 1% boost
CON - 1% ressistance ignored
DEX - 1% crit = 1% more DPS(assuming you have normal vorpal)
what is more interesting are side effects:
STR - 1% stam regen = more sprints
CON - 2% HP = more surviability, stronger Unstoppable, more effective selfhealing
DEX - 0.5% deflect = 0.25% damage resistance which cannot be ever removed by penetration
choose which side effect favours most your gameplay
Dex also increases AoE damage resistance. Just fyi.
Chosing vs dex or Con may also change which feats you chose as well.
If you go a con focus, take some points in constitution focus and it may be worth taking Unstoppable recovery because of your high HP.
Dex focus means you'll crit more and it would be worth having deep gash and student of the sword in your build.
So try an expample. If you had penetrated 1% of 20% defence on 10 000 hit, you would had hit for 8100 instead of 8000. If you divide eachother, you will end up with total 1,0125% more damage for this particular one %.
So more. BUT dont forget there are some caps beyond which it doesnt worth to increase, if you take CON you dont have to stack so much armpen, meaning you can spend "saved" gear stats elsewhere.