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  • zephyriahzephyriah Member, NW M9 Playtest Posts: 2,980 Arc User

    Kalaec goes to mod 6, read the top of it.



    Also crit based dps should how vorpals, tank and healers should split terror and plagfire.



    I tank with pure plag and focus on keeping stacks up on main targets, and fanning big groups with WMS at beginning if my immune phase during rotation

    None of Kaelac's guides go past mod 5. At best, in the tenacity damage guide he mentions that Mod 6 is in effect, but he has done no testing and retired. He goes on to say certain numbers may still apply.

    Quote from the guide

    "I haven't done any testing, but as you get closer to 70 the more important armor pen is vs power until you're almost always doing max damage. Given that all classes' BiS gear will change, please invest in power only after reaching all your other stat priorities, not before.

    Unfortunately I haven't had time to play around on preview and number crunch and I don't see myself doing that in the near future. It's been 6 months since I played regularly and I'm officially retiring. Journey on guys, it's been a fun ride.

    Xbox:
    Currently xbox version still uses the stats as of Mod 5, so this guide will still apply fully." End quote.

  • thefabricantthefabricant Member, NW M9 Playtest Posts: 5,248 Arc User

    Kalaec goes to mod 6, read the top of it.



    Also crit based dps should how vorpals, tank and healers should split terror and plagfire.



    I tank with pure plag and focus on keeping stacks up on main targets, and fanning big groups with WMS at beginning if my immune phase during rotation

    As has already been pointed out, take a look, kaelac officially retired before he fully updated his guide for mod 6 onwards. As for vorp, for gwf and sw I would say focus on a dps enchantment, but for all other classes, CW included, debuff enchantments are the way to go. This is because the different ranks of the enchantments apply debuffs separately and so whilst you will not gain any benefit from 2 debuff enchantments of the same rank, a perfect, pure and transcendent plaguefire will all apply a different debuff and so therefore are all valid. If you don't believe me, do some number crunching and test it yourself.

    You are quoting sources which are 2nd hand and out dated, without doing any testing yourself to determine their validity, I am quoting nobody, going off personal testing through tools like act, which are available to those of us on PC. Yes, kaelac was once upon a time a reliable source, thats not true anymore though. The same goes for chemboy, who died out in mod 5. Abaddon died out in mod 6, but that makes him a more reliable source then the other 2 so if you want to quote from "reliable sources" he is the most recent reliable source, as it were.
  • armadeonxarmadeonx Member Posts: 4,952 Arc User
    @thefabricant - I asked this question on a different thread but perhaps you can help: My OP has a buff feat that can give 25% of his power to allies in close proximity. Will this negatively affect their ArP by increasing their power/ArP ratio?
    Please Do Not Feed The Trolls

    Xael De Armadeon: DC
    Xane De Armadeon: CW
    Zen De Armadeon: OP
    Zohar De Armadeon: TR
    Chrion De Armadeon: SW
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    Barney McRustbucket: GF
    Lt. Thackeray: HR
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    Member of Casual Dailies - XBox
  • thefabricantthefabricant Member, NW M9 Playtest Posts: 5,248 Arc User
    armadeonx said:

    @thefabricant - I asked this question on a different thread but perhaps you can help: My OP has a buff feat that can give 25% of his power to allies in close proximity. Will this negatively affect their ArP by increasing their power/ArP ratio?

    No, there is no negative effect its entirely positive. There is not supposed to be a power arp ratio, as it were, the way arp works is you stack it first, until its capped, then completely ignore it. So say you have 8k stats in total, 6k of those stats would ideally be arp, then 2k on everything else. If you had 16k stats, 6k should be on arp and then 10k should be on everything else. If you had 32k stats, 6k should be on arp and 26k should be on everything else. There is no harm in taking the feat and only pure benefit.
  • armadeonxarmadeonx Member Posts: 4,952 Arc User
    @thefabricant - thanks a lot for the explanation, it's a big relief as I'd already put a point in it (currently L66) :smiley:
    Please Do Not Feed The Trolls

    Xael De Armadeon: DC
    Xane De Armadeon: CW
    Zen De Armadeon: OP
    Zohar De Armadeon: TR
    Chrion De Armadeon: SW
    Gosti Big Belly: GWF
    Barney McRustbucket: GF
    Lt. Thackeray: HR
    Lucius De Armadeon: BD


    Member of Casual Dailies - XBox
  • thefabricantthefabricant Member, NW M9 Playtest Posts: 5,248 Arc User
    armadeonx said:

    @thefabricant - thanks a lot for the explanation, it's a big relief as I'd already put a point in it (currently L66) :smiley:

    If you playing devotion, you can find my guide for it in my forum signature or on the pc forums in the paladin section, if you playing protection, there are a large number of guides available although the most up to date one I could recommend is the guide by @kolatmaster
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  • whuchakawhuchaka Member Posts: 78 Arc User
    edited October 2015

    Your math is very accurate, but I am not sure why you speak of DR as if it is overall Resistance. DR should only effect Damage, If a DC with no RI were to cast divine glow on a boss, (the debuff value is -10% DR) are you saying the debuff value would only be 4%? I have played that class too much and watched as stacking divine glow help the dps melt enemies. I can't believe that without proof. I understand RI is important to make sure you are getting the most damage out of your attacks but am I the only one that thinks that a flat rate of 60% is sometimes too high? For instance, does a HR trapper with a PF enchantment still need 60% RI? I don't think so, The sw has a class feature from the hellbringer paragon that increases RI by 25%, and curse consume ability on the dreadtheft encounter lowers target defenses by over 9% and stacks up to 5 times, there are too many wildcards that comes into play for there to be one flat rate to aim for. you can only ignore what defenses they have, any more than that is useless, which would make all of these debuffs i have shared and probably others completely useless if you already ignore all of their DR,

    Do you have credible sources to support your claim that DR also resists buffs and debuffs?


    All damage resistance debuffs become raw damage increases, now things that reduce enemy recovery or power react differently.

    I have tested this with the 5% damage resistance reduction from improved mark and artifact offhand class feature. There is a lot of other easier ways to do it too.

  • rockstargfurockstargfu Member Posts: 423 Arc User
    edited October 2015
    Ppl keep saing abaddon, if some could link his info so i can read it, im trying to dish out useful info to the community, so if i need to make changes i can

    Also Mod 6 ends in 2 weeks, so if there is mod 7 info out there id prefer that
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