What are the must have stats for damage dealers, tanks, and healers with this dungeon?
For offensive I know that Armor Pen, Critical Strike and Accuracy all need to be 68K to by pass the counter stats and that it is recommend for damage dealer and healers to have north of 100K power; how much power should a tank have?
As for defensive stats, what should a tank aim for stats; what should healer have; what should a damage dealer have?
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ArPen - 68000
Accuracy - 68000
Critical Strike - 68000
Combat Advantage - 118000
Defence - 68000
Deflect - 68000
Crit Avoidance - 73000
Awareness - 78000
But remember... every 1000 that you are short is only 1%. So if you have 66'500 Accuracy, then the best any monster will have is 1.5% Deflect against your attacks. If your Crit avoidance is "only" 71K that gives the bad guys a mighty 2% Crit chance when attacking you. If your not the Tank, that's not a huge risk.
We run the risk of using the numbers instead of common sense as a guide to who we should and shouldn't take on LoMM runs.
Sure if you're building a premade and a DPS wants to join with 45K Crit and 38K Accuracy... they are probably not ready. But 1 or 2 K shy of the Max is not a problem.
What weapons set are they using?
What's their Power?
What Artifact set have they got?
What sort of extra damage bonuses from rings and gear have they got?
Much more likely to be important questions than... "IL and Stats!"
As far as Power goes, if you are asking for yourself then it's simply as much as you can stack. North of 100K is pretty much the minimum for anyone. Same with HP...
If you are asking as someone looking for a number by which to exclude otherwise perfectly acceptable players, meh... whatever...
Anyways speaking about LOMM I would say what was already said is correct.
Most stats 68K is cap for lomm combat advantage is 118K and I would state that in the land of neverwinter mod 16 power is king. That means with all stats capped and really high amount of power your do far more dps then if you was capped and had low amount of power.
I would suggest for enchants slot 3 stat enchants to get the stats capped easier and use a aug pet.
Strongly suggest going into LOMM with all capped stats or around the cap but also with a bit more then 110K power.
Did anyone read this? https://www.arcgames.com/en/games/neverwinter/news/detail/11093193-developer-blog:-stats-&-mechanics
am at fault to since I had wrong info from other people so read this:
https://www.reddit.com/r/Neverwinter/comments/axxlgt/mod_16_stats_and_counterstats/
If you are running with friends and you are "in the neighbourhood" stats wise, I'd always say that the familiarity that comes with knowing your group is worth more than anything else.
Well, apart from knowing how to play your class, and understanding dungeon mechanics.
I hopped into a PUG of LOMM the day after it dropped, and clearly only two of us had read up on it beforehand.
We got to the room with the multiple Mimics and ended up wiping TWICE at which point a Vote Abandon popped up...
HAMSTER TWICE!!! It kept flashing up on the screen, and it was clear 3 of the party were not going to take any further part in proceedings.
I've got to admit, Tanking is not my favourite thing at the moment. I was a fairly adept Tankadin pre M16, but I'm really struggling to get my rhythm right. Plus I'm not clear on why one set of monsters can't hurt me, and then I walk round the corner in the same ME, and another bunch of spods kick the living Beejazus out of me, when I'm sure that apart from Power, Hp and obviously special attacks, monsters are all supposed to be on the same stats.
I still think that one of the things we really could use is a list of the figured chances we are currently running in any given zone.
Since monsters have identical stats in a zone (apart from hp and POW and abilities, which don't figure) it should be fairly simple to have a window that you can look at to see what your percentage scores are as standard against the standard stats of the monsters in that zone.
Specially on Console.
We don't have the tools to access stats in the way PC do, and I don't want to have to check with Google how to best distribute my stats in any given zone.
Most of my characters don't come close to capping for L80 let alone LOMM, and it would be nice to see their capabilities in a legacy zone "at a glance" without having to search for an external spreadsheet.
As they have 18K in awareness, you need 118K in CA.
So having more than 100K in CA makes sense and IS NOT wasted
Winter Lily (CW) / Winter Rose (DC) / Winter Ivy (HR)
Pandora's Misfits Guild Leader
and when did they change 500 to 1000
enemy Critical Chance = (18000+5000 – 23000) / 1000 = 0% added 5000 in because 5% is base
This should have been done already.
Item level seems to be a fast easy cheap way to handle it but really its just lazy to be fair.
And of course, you don't actually NEED everything capped to get through the dungeon. If you have 65K accuracy instead of 68K for example your damage will be reduced, but not by much (about 1.5% on average). Or if your crit avoidance is 60K instead of 68K you will take more damage, but it probably won't make the dungeon fail.
Winter Lily (CW) / Winter Rose (DC) / Winter Ivy (HR)
Pandora's Misfits Guild Leader
That one boss is brutal if to many golems get summoned.