DUE THE MASSIVE RECENT POWER PASS, THIS BUILD IS SLIGHTLY OUT OF DATE, WILL BE UPDATED AT A LATER TIME!
For the longest time I've developed myself into a tank, I always get this question: "How do you generate so much threat Caliga?"
I always explain it, but people keep asking. So I give in, and I present to you, my build, along with my gear, and how I do it.
CALIGA BUILD: THREATENING HAYMAKERS
Here is the link to the build, study it, and read a brief description of it below:
The Build.PowerHouse (Link to this build)Archetype: FreeformSuper Stats:Level 6: Strength (Primary)Level 10: Constitution (Secondary)Level 15: Recovery (Secondary)Talents:Level 1: The BehemothLevel 6: MightyLevel 9: EnduringLevel 12: Paramilitary TrainingLevel 15: Physical ConditioningLevel 18: Quick RecoveryLevel 21: RelentlessPowers:Level 1: ClobberLevel 1: DefianceLevel 6: Iron Cyclone (Rank 2, Rank 3, Challenging Strikes)Level 8: Enrage (Endorphin Rush)Level 11: Uppercut (Rank 2, Rank 3)Level 14: Haymaker (Rank 2, Rank 3)Level 17: Your Choice of Lunge (Nailed to the Ground)Level 20: Bountiful Chi Resurgence (Rank 2, Rank 3)Level 23: Conviction (Rank 2, Rank 3)Level 26: Ego Surge(Nimble Mind)Level 29: UnbreakableLevel 32: Masterful DodgeLevel 35:Your ChoiceLevel 38:Your Choice***6 ADVANTAGE POINTS LEFT OVER!!!!***Travel Powers:Level 6: Your Choice (Rank 2, Rank 3)Level 35: Your ChoiceSpecializations:Strength: Physical Peak (3/3)Strength: Aggression (2/2)Strength: Brutality (2/2)Strength: Juggernaut (3/3)Warden: Fortified Gear (3/3)Warden: Ruthless (2/2)Warden: Elusive (2/2)Warden: The Best Defense (3/3)Vindicator: Aggressive Stance (2/2)Vindicator: Merciless (3/3)Vindicator: Focused Strikes (3/3)Vindicator: Modified Gear (2/2)Mastery: Strength Mastery (1/1)
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This is not a leveling build. This is an overall might damage, tanking build. Meaning this build is made so you can take hits, and hit back even harder.
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This is my CURRENT build, it is also a build that leaves room for MANY alterations, do so as you please.
You may notice I do not have Crippling Challenge on any of my attacks, or have any attack at all that can use it. The reason is simple. This build is designed to hold aggro through damage. It accomplishes this through energy management of enrage and defiance and spamming
FULL CHARGE HAYMAKERS CONSISTENTLY. Iron Cyclone ensures a well enough AoE group friendly threat gen, while still hitting reasonably hard, and adding knock effects to affected targets that are still manageable within the group. You may notice I have 19% critical rating. This is intended as I am using a Vigilante critical secondary and Justice Precision Primary. That alone gives you 19% critical rating ( with my gear setup ).
"Focused Strikes" from Vindicator spec, actually gives another 6%, UNTOP of that 19%, for 25% TOTAL CRITICAL RATING. This, on average, basically means you critical your haymakers 1 out of every 4 charges/taps, which should be more than enough to hold threat on super villain/legendary/cosmic entities, as
haymaker hits hard already, regardless if it crits or not!Current Gear and Stats Shown: Justice Precision: 2 R9 CON, Depleted Uranium Core, Veteran's Core of Might, Justice Fitness: 2 R9 CON, 2 R9 Impact, Justice Speed: 2 R9 STR, R9 Growth, R9 Gambler, Vigilante Secondaries.
Gear Requirements:Gear Minimal requirements: STR/CON Mods for all Primaries, Heroic Offense Primary, Heroic Defense Primary, Any Heroic Utility Primary. Impact Gems Offensive primary, Impact Gems, Defensive Primary, Gambler Gems Utility Primary.Optimized Gear and RECOMMENDED FOR NON LIFE-TIME SUBSCRIBERS:
STR/CON Mods for all Primaries, Legion/Justice Offense Primary, Legion/Justice Defense Primary, Any Legion/Justice Utiliy. Impact Gems Offensive primary, Impact Gems Defensive Primary, Gambler Gems Utility Primary.Vigilante secondaries.How to play the build: It's really simple, so easy a baby elephant can do it. You simply charge in, full charge and uppercut, and from there, just full charge haymakers the entire time. The full charge uppercut at the beginning will ensure you build 8 stacks of enrage within 12 seconds.
You may notice that the build has 2 power slots left over that are labled "Your Choice", along with 6 advantage points that should be left over. The choice is yours with what you want to fill those power slots with.
Comments
I assume one of the open power slots could be Guard or Retaliation for some added dmg after blocking (and/or Rising Knee w/ FS, Demolish w/ BttB, UR, Parry w/ EM). (Pounce can also proc Enrage, if ya dun mind changing the lunge)
Prob shouldn't admit that I had already figured out most of ur build just from watching it a few times :X Yea it isn't really that complex when ya get down to it, but I can understand why you get asked about it often.
I am surprised by the Recovery SS, though. Do you find you really need that w/ the large energy return from Defiance and Enrage + tons of Str (and blocking)? Could be more dps to swap that for Dex otherwise.
Juggernaut may not be fully worth 3 points for this- I mean Defiance already gives you high damage resist when stacked that the defense from Juggy isn't as much a final mitigation boost. You could open up some crit scaling from all that Str gearing w/ even just 1 point in Overpower.
Also, have you tried using Bulwark w/ Protector in the Hybrid role, or would that be too much of a health hit?
- Be safe and have fun, champs - for science!
hm, what browser are you using?
Here's the export form the link, btw:
PowerHouse (Link to this build)
Archetype: Freeform
Super Stats:
Level 6: Strength (Primary)
Level 10: Constitution (Secondary)
Level 15: Recovery (Secondary)
Talents:
Level 1: Superhuman
Level 6: Mighty
Level 9: Enduring
Level 12: Tireless
Level 15: Physical Conditioning
Level 18: Quick Recovery
Level 21: Relentless
Powers:
Level 1: Clobber
Level 1: Defiance
Level 6: Iron Cyclone (Rank 2, Rank 3, Challenging Strikes)
Level 8: Enrage (Endorphin Rush)
Level 11: Uppercut (Rank 2, Rank 3)
Level 14: Haymaker (Rank 2, Rank 3)
Level 17: Thunderbolt Lunge (Nailed to the Ground)
Level 20: Bountiful Chi Resurgence (Rank 2, Rank 3)
Level 23: Conviction (Rank 2, Rank 3)
Level 26: Aggressor
Level 29: Unbreakable
Level 32: Masterful Dodge
Level 35:
Level 38:
Travel Powers:
Level 6: Flight (Rank 2, Rank 3)
Level 35: Superspeed
Specializations:
Strength: Physical Peak (3/3)
Strength: Aggression (2/2)
Strength: Brutality (2/2)
Strength: Juggernaut (3/3)
Warden: Fortified Gear (3/3)
Warden: Ruthless (2/2)
Warden: Elusive (2/2)
Warden: The Best Defense (3/3)
Vindicator: Aggressive Stance (2/2)
Vindicator: Merciless (3/3)
Vindicator: Focused Strikes (3/3)
Vindicator: Modified Gear (2/2)
Mastery: Strength Mastery (1/1)
- Be safe and have fun, champs - for science!
Recovery is there because with any kind of utility primary with a gambler gem, the cost discount, combined with physical peak is already so dirt cheap to spam haymaker and anything else, that energy isnt an issue at all. With this build, you basically ignore the 3rd super stat, which is in this case, recovery. You could as Dex if you could, but you would only get around 68 of it, maybe less, unless you mod for it yourself.
I tried using Bulwark W/ Protector as well. The health is increased, however the damage is noticeably lower. It's a matter of preference, and to me, my preference is to hit hard, so I go with the latter of warden/vindicator.
Caliga's PRIMUS Database! --XXX--The Caliga Build: Threatening Haymakers! --XXX-- Caliga and Conquer fanart!
PowerHouse (Link to this build)
Name:
Archetype: Freeform
Super Stats:
Level 6: Strength (Primary)
Level 10: Constitution (Secondary)
Level 15: Recovery (Secondary)
Talents:
Level 1: Superhuman
Level 6: Mighty
Level 9: Enduring
Level 12: Tireless
Level 15: Physical Conditioning
Level 18: Quick Recovery
Level 21: Relentless
Powers:
Level 1: Clobber
Level 1: Defiance
Level 6: Iron Cyclone (Rank 2, Rank 3, Challenging Strikes)
Level 8: Enrage (Endorphin Rush)
Level 11: Uppercut (Rank 2, Rank 3)
Level 14: Haymaker (Rank 2, Rank 3)
Level 17: Decimate (Nailed to the Ground)
Level 20: Bountiful Chi Resurgence (Rank 2, Rank 3)
Level 23: Conviction (Rank 2, Rank 3)
Level 26: Aggressor
Level 29: Unbreakable
Level 32: Masterful Dodge
Level 35: Brute Strike (Rank 2, Concussion)
Level 38: Guard
Travel Powers:
Level 6: Flight (Rank 2, Rank 3)
Level 35: Superspeed
Specializations:
Strength: Physical Peak (3/3)
Strength: Aggression (2/2)
Strength: Brutality (2/2)
Strength: Juggernaut (3/3)
Warden: Fortified Gear (3/3)
Warden: Ruthless (2/2)
Warden: Elusive (2/2)
Warden: The Best Defense (3/3)
Vindicator: Aggressive Stance (2/2)
Vindicator: Merciless (3/3)
Vindicator: Focused Strikes (3/3)
Vindicator: Modified Gear (2/2)
Mastery: Strength Mastery (1/1)
@Chimerafreek
I see. Yeah the diff wouldn't be that much between less than a full mod's worth of Rec vs. Dex. I would ignore Rec gearing too at lvl 40 (does actually help w/ leveling- and this build actually could work for leveling if you replace Cyclone w/ Beatdown until lvl 8 or 11, and then respeced once Uppercut/Enrage was unlocked- also moving BCR or Conviction before the lunge to have a heal earlier).
to illustrate that- for early levels, do something like this:
Powers:
Level 1: Clobber
Level 1: Defiance
Level 6: Beatdown (Rank 2, Rank 3)
Level 8: Iron Cyclone (Rank 2, Vortex Technique)
At lvl 11, change the post-level 1 powers to build something like this:
Powers:
Level 1: Clobber
Level 1: Defiance
Level 6: Iron Cyclone (Rank 2, Rank 3, Challenging Strikes)
Level 8: Enrage (Endorphin Rush)
Level 11: Uppercut (Rank 2, Rank 3)
Level 14: Haymaker (Rank 2, Rank 3)
Level 17: Bountiful Chi Resurgence (Rank 2, Rank 3)
Level 20: Thunderbolt Lunge (Nailed to the Ground)
Level 23: Conviction (Rank 2, Rank 3)
Level 26: Aggressor
Level 29: Unbreakable
Level 32: Masterful Dodge
.. and then add options from there.
Well, I meant going to the Hybrid role w/ Bulwark so you get that role's larger dmg (and healing) bonus over the Tank role, while retaining the SS scaling w/ threat. Ofc, staying in Tank role w/ Protector & Bulwark does mean more health and is better for overall survival, but that's not what I was getting at.
Huh, weird. I dun normally use IE (so mostly default settings), but the version of it I have (11.0.9600) does show the link properly.
- Be safe and have fun, champs - for science!
In terms of threat generation, Tank role for this build generates alot more threat. Hybrid with Bulwark , considering you have all rank 7s, would generate around 20-25% less threat, according to tool tip description anyway. Healing is increased along with damage and energy generation, but at the cost of less durability and threat handling.
Caliga's PRIMUS Database! --XXX--The Caliga Build: Threatening Haymakers! --XXX-- Caliga and Conquer fanart!
I guess it could be seen as a variant, then, since it has its share of gains and loses. The Protector/Bulwark route does make swapping between the two roles more meaningful (if you are willing to adapt that style of gameplay)- say if you wanted to use the Hybrid route for solo or easy/Alert content, and Tank role's threat and health boost as the big-boy pants for things like Frosticus or Gravi. Its not as all-rounder/holistic as Wardicator and sticking to the Tank role, though.
(not trying to detract from ur concept, btw; just looking into options that keep the core of it in-tact)
- Be safe and have fun, champs - for science!
Which powers do you use there and what do you do with the 9 advantage points?
VARIANT
"Nearly all men can withstand adversity, but if you want to test a man's character, give him power."
-Abraham Lincoln-
I notice you haven't ranked up Aggressor. Could you explain that choice? The reason I ask is because I have it at R3 and I've been reading that a lot of people don't rank up their AOs at all, and as I get more of a DPS boost from Ego Surge with Nimble Mind I've been considering dropping Aggressor altogether. I build Engrage quicly with Uppercut > Haymaker, and if I could take one more power I might choose to bring back Roomsweeper for better AoE.
Also curious that you don't have Demolish in there. Is that one of your unspecified powers, or do you find it's better to just focus on pumping out Haymakers?
The poster formerly known as Lightwave!
| The Phoenix - A Fiery Jack of All Trades | The Nightmare - Dark Summoner | The Ranger - Archery/DB DPS |
| The Packleader - Bestial Petmaster |
actually, the tapped vs. full charge base dps diff isn't that large for Haymaker (~443 vs 422), instead the knock immune bonus dmg multiplier goes up rapidly w/ charging- from 0% when tapped to 50% on full charge.
Against knock-able targets you prob wanna tap Haymaker (unless you actually want to send them flying out of ur range for CC or laughs or w/e), but on knock-immune ones full charging is the highest dps for it due to the 50% multiplier.
As far as cptmillennium's questions, I think it just stems from the build being tank-oriented, so Caliga put priorities on filling that out for the template and left the rest open. But I'll wait for his explanation.
- Be safe and have fun, champs - for science!
Active offenses are more of a preference when ranking them. In terms of damage, it's not too much noticeable. For example, it actually takes a Haymaker 4 seconds to fire off completely, and at base, an AO is 12 seconds. The extra points invested into making that AO last another 2 seconds is simply not worth it to me when using an ability like Haymaker with it's long charge up.
As for your other question, I personally use a block power ( it can be any, whatever fits your concept ), and Particle Smash for the extra added spike attack that's cheap, short CD, aoe, and hits hard. Particle Smash also fits my concept of being a guy wearing power armor :P. But in overall general tanking purposes on bosses and cosmics, I just keep pumping full Haymakers.
Caliga's PRIMUS Database! --XXX--The Caliga Build: Threatening Haymakers! --XXX-- Caliga and Conquer fanart!
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- Be safe and have fun, champs - for science!
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Meleers often get energy shield. But I like the SFX.
My might tank is due to hit 40 pretty soon - I'll have to think about your post some. I've been mostly avoiding knocks (Iron Cyclone / vortex technique), and Demolish as my main attacks, with Defensive Combo int eh mix with Invuln as the passive.
I have tried Vicious Cyclone on another char - kind of a DPS/DOT defiance tank - and I'm wondering if there's any particular advantage to one or the other - anyone compared the two directly?
Huh. Is that something particular to Haymaker, or is it true of all knock attacks?
| The Phoenix - A Fiery Jack of All Trades | The Nightmare - Dark Summoner | The Ranger - Archery/DB DPS |
| The Packleader - Bestial Petmaster |
It varies, but most powers that can knock get a knock-immune multiplier, even if its not always stated on the tooltip or is not very much (lowest tends to be ~5-10% range).
Generally- the larger the power's knock magnitude, the larger its knock immune bonus will be; so that puts Haymaker up there (50% is the highest the bonus can get, afaik).
(and that bonus doesn't increase w/ stats or anything- its just inherent to each power that has it)
- Be safe and have fun, champs - for science!
EDIT: I will continue to experiment with different blocks/powers for the last 2 power slots, and gear, to find an overall better stabilized build that has no apparent weakness. Will update the thread more as I experiment. As of right now, the current build posted is still EXTREMELY EFFECTIVE for overall tanking, damage dealing, and threat generation.
Caliga's PRIMUS Database! --XXX--The Caliga Build: Threatening Haymakers! --XXX-- Caliga and Conquer fanart!
Will update first page.
Optimized Gear: STR/CON Mods for all Primaries, Legion/Justice Offense Primary, Legion/Justice Defense Primary, Any Legion/Justice Utiliy. Impact Gems Offensive primary, Impact Gems Defensive Primary, Gambler Gems Utility Primary.
Vigilante secondaries.
Caliga's PRIMUS Database! --XXX--The Caliga Build: Threatening Haymakers! --XXX-- Caliga and Conquer fanart!
Also, I tend to avoid single stat talents as they are inefficient. However, since you don't intend ranking REC very high, it would still make sense to change the primary to Savage and swapping Tireless to Paramilitary training. STR and CON would be a point higher, REC the same and END 3 higher and DEX 5. Thus a gain of 10 stat points and slightly better crit chance.
This is interesting. Have you abandoned crits entirely in favor of higher Offense/Defense from Wardicator?
The poster formerly known as Lightwave!
My BCR is at rank 3, taking the RR advantage would be pointless for this build, which just soaks up damage. Resurgence has a long CD since it's an AD, and with damage heavy fights like Gravitar or Fire and Ice, where the damage is constant, the BCR's constant healing I feel helps out alot more.
As for your suggestion about swapping Super Human to Savage, and Tireless to Paramilitary training, you are right. I have done that now, and I have seen nothing but an increase in all stats, and absolutely no loss. Thank you for suggesting, and even changing this build more . I will update the build. Thank you.
Yes and No. I find that what I am currently using, which is high defense and high offense with wardicator, and no crits unless buffed by outside variants such as AoPM or the like, I find myself constantly doing 6.7-7.1k haymakers on the regeneration dummies, on self buffs, with no Active offense. With a Vigilante's critical belt, I have 13% crit from gear alone, and with "Focused Strikes" from vindicator, that is an extra 6%, giving me 19% actual total, which basically translates to, on average, 1 crit, every 5 haymakers, which is perfectly fine for a slow charge up, and hard hitting power like haymaker, which hits hard even without a crit. I however have updated the build again, and am currently using ego surge as my crit modifier, which for obvious reasons, I am keeping, and use as my damage spiker.
Again, I will update the first page of the build.
Caliga's PRIMUS Database! --XXX--The Caliga Build: Threatening Haymakers! --XXX-- Caliga and Conquer fanart!
I didn't make myself very clear. I agree that taking RR for your build would be useless, but my point was that normally I only see BCR in dodge builds. I am surprised that you need such a small trickle of healing and don't find resurgence's massive heal handy for those oh **** moments. I guess healing devices give you that, albeit with an even greater cool down. What kind of heals do you get from BCR?
Glad to help. All my builds use talents that improve minimum 2 stats rather than 1 as you gain more points that way. However, in some builds were maxing two stats would be better, then I can see a reason to go for talents that focus on 1 stat only.
1448 over the course of 15 seconds. It might not sound like much at all, but the trickling constant healing, and the fact that I can stack it twice ( the debuff to damage of 9.1% is only applied once, even with 2 stacks, I tested it and urge others to test just to make sure ), helps mitigate an overall larger amount of damage over the course of an extended fight without constantly pressing conviction to waste to shared global cooldown with all the powers. This is just my preferred style of tanking. It allows me to focus more on actually doing damage and holding the target's attention, than focusing on staying alive.
Caliga's PRIMUS Database! --XXX--The Caliga Build: Threatening Haymakers! --XXX-- Caliga and Conquer fanart!
OK, I see your logic, thanks for explaining it in more detail.
Confirmed, a year ago (the last time I used BCR on any build) the debuff added on every stack, this was the very reason I stopped using it. But that changed apparently, a 9.1% debuf is still a lot so I still don't like it very much, but it is not a bad choice anymore.
If I were to guess, I'd say this changed when the debuff numbers were changed.
That's very much possible. I also won't rule out the use of Bionic shielding for an alternative healing method to BCR, as it doesn't interfere with the shared global skill cooldown, however I would have to test it in a setting that is harder to achieve ( such as fighting Gravitar solo for about 10 minutes without interference from the other 9 players ).
Right now I am also experimenting with all ranks of demolish on tap vs R2 with advantage, vs R1 Arc of Ruin with advantage ( No quarter ).
My experimentation with those moves listed above will be comparing the pros and cons of the energy comparisons, along with full charging vs taps, and another important factor: Activation times.
Will update this thread and the front with findings if they are worth adjusting the build yet again.
Caliga's PRIMUS Database! --XXX--The Caliga Build: Threatening Haymakers! --XXX-- Caliga and Conquer fanart!
Caliga's PRIMUS Database! --XXX--The Caliga Build: Threatening Haymakers! --XXX-- Caliga and Conquer fanart!
Caliga's PRIMUS Database! --XXX--The Caliga Build: Threatening Haymakers! --XXX-- Caliga and Conquer fanart!
At those stats, you'd prob only gain about 1.3-2.3% Offense (which doesn't multiply off crit severity) from an Impact gem vs. ~6-8% crit from a Gambler's gem.
- Be safe and have fun, champs - for science!
This is true, with the Gambler Gem, my crit rating goes to 26%, on the stat sheet, and 32% actual when factoring Focused Strikes on single target attacks.
However, without that Impact gem, my offense shoots down by 3%, making it 22%, but my defense shoots down by 6%, making it 105%.
Although still considered very good, it's more of a matter of preference if I would rather have even more damage ( through increased criticals of the gambler ), or have slightly higher defensive damage soaking ( Impact Gem ).
Again, thank you for the review and feedback. The build will never be absolutely perfect, and will always go through changes to find the most efficient damage to threat ratio with survivable mechanics.
Currently after some help testing with Kaiserin ( thanks Kai! ), Damage output on this build is currently standing at around 3.5-3.7k DPS, considering if you have the gear I have on ( on the first page ), and when played appropriately.
Caliga's PRIMUS Database! --XXX--The Caliga Build: Threatening Haymakers! --XXX-- Caliga and Conquer fanart!
Anyways, I wouldn't worry too much about general Defense/dmg resist boosts for this build. Since you use Defiance and have so much Defense already, adding more damage resist actually has a small effect on final dmg mitigation.
I wouldn't quite know w/ ur stats, but just using a simplified example of a lvl 40 w/ ~280 Con Defiance tank w/ ~50% dmg resist from Defense alone (~17% dmg resist per Defiance stack).
6*17% + 50% = 152% total dmg resist w/ 6 stacks of Defiance
final dmg mitigated* = 1 - [1 / (1+1.52)] = 0.603 or 60.3%
(*w/o considering dodge, block, or dmg shielding)
Adding 5% more dmg resist from Defense would give the example tank 157% dmg resist, and in terms of final dmg mitigated:
1 - [(1 / (1+1.57)] = 0.6109 or 61.1%
IOW, w/ Defiance and decent Defense, 5% more dmg resist results in about 0.8% more final dmg mitigated. Not really that much tbh. At that point even the nerfed dodge rating would prob be better for survival. Its why if I look at builds w/ Defiance (or even Invuln) I tend to look into dodge boosts over general defense or dmg resist ones.
happy to help. Yeah gear/build optimization can be an endless pursuit (well, maybe not in this game), but the fundamentals of the build are rock solid regardless, and that's what matters most, really :X
And 3.5k dps is pretty insane for a tank. Wow..
- Be safe and have fun, champs - for science!
Thread Update: Stats description.
Caliga's PRIMUS Database! --XXX--The Caliga Build: Threatening Haymakers! --XXX-- Caliga and Conquer fanart!
I was able to tank Gravitar for once. Looking forward to challenging Frosticus. Thanks Caliga!
i've always been a fan of invulnerability since its reduction doesn't have to ramp up the way that defiance does when its slotted.
- Be safe and have fun, champs - for science!
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If going lighter on Con sounds suicidal, it's actually not that suicidal really. It means you can get SS Int with moderate Int for an airtight AD rotation for example.
But I would say Str tree with Juggernaut is the most user-friendly.
As I remember it, if you Haymaker an enemy immediately after you Uppercut him, you get an extra stack of Enraged. Personally, I prefer to Thunderclap then Roomsweeper.
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Ofc, another means of gaining Enrage early on is to use R2-3 Aggressor and gets lotsa CDR- w/ good enough CDR/Int ya can keep stacking Enrage out of combat just by using Aggressor. Unbreakable has an adv that also helps gain enrage when getting hit w/ the shield up.
- Be safe and have fun, champs - for science!
I did do the math...
STR - overpower:
%MeleeCrit = (Rank) * 1/(0.231 + 9306*(STR)^(-2))
At rank 1:
Unlikely that you'll ever get 5% a point. 4% a point would require a STR of ... (calculates) 699.8, which is impractical.
As to whether or not it's worth it, plug it into the sheet and see.
Thanks!
Ya can tell the Str PSS tree is insane when most builds that take it ignore a potential 6-10% flat melee crit
- Be safe and have fun, champs - for science!