Greetings all!
Mind you, I have a single Main Toon, and my alts I'm honestly not concerned about.
I have R15s in all Slots / Mythic Artifact Equip / R14 Weapon and Armor Enchants, knowing this, and if you'd be kind enough to explain to me like I am 5, what is happening exactly?
With the exchange rate, will I still have the equivalent R15s/Artifact Equipment/Weapon-Armor Enchants/etc. in the new Mod?
Will my IL be going insanely high, thereby nerfing my overall stats / damage percentages? Or will I be lower or equal?
I appreciate you taking the time to assist me... I haven't been able to get on preview, and with Holiday schedule/work, not sure I'll be on for any sort of extended time period.
Thanks in advance my friends!
Comments
Once you start adding in new gear or upgrading your enchantments the % numbers start to do down, but the flat numbers go up. Once I got myself to 75k I could wipe the floor with enemies. I was clearing mobs in the new zone with 1 or 2 encounters.
I think if you're obsessed with having numbers all at 90% you're going to struggle if you upgrade gear. If that is important to you, you can keep using older gear and still cap things. But considering none of the enemies are being scaled up, if you go in to battle at 75k with only 70% in crit strike or whatever you won't be struggling.
They've also added in gear that gives 7.5% accuracy, or 8% to one of four random stats for example. So there are new options that can help you get those ratings up. Personally, I might try adding in more of that gear and freeing up companion power space from stats for more of the damage increase powers.
My advice is to copy over to preview and play around with things. And once it goes live, don't jump and trade in your enchants on day one. Go start the new campaign with the temporary enchants, see if any of the new gear appeals to you, and then figure out what you need to get from the exchange.
- A Rank 1 Enchant is the equivalent strength of 1.5 Rank 15s.
- A Rank 2 Enchant is the equivalent strength of 3 Rank 15s.
- Ranks 3-5 are likewise worth increasing more R15s in strength.
With the new system you will immediately with no upgrading of any enchantments, after slotting the basic ones available (Rank 2) be significantly stronger in terms of Base Damage dealt and Maximum HP.
The problem lies in the Combat Enchantment (formally the Weapon/Armor enchant) and the Companion Enchantment (formerly Runestones) provide no Combined Ratings as it stands.
With them fully upgraded, this amounts to a universal 6.5% loss to every single one of your stats by themselves. This doesn't include the losses caused by a higher overall iLvL. On average people are losing 8-10% from pretty much all their stats when fully upgraded.
In terms of just Base Damage, yes you are stronger but this comes at the cost of:
- Reduced bonus damage from Power )easily fixed however because literally everything throws Power at you)
- Reduced chance to bypass enemy deflect.
- Reduced chance to crit.
- Reduced damage inflicted by crits.
- Reduced damage bonus from Combat Advantage.
- A reduction to all Defensive stats across the board.
Now the new values given by an individual enchant will help bridge those gaps and the standard Offense/Defense enchants still give Combined Rating but you'll have to be a lot more selective what you choose to invest in.
Defensive investment for non Tanks will probably be just to come as close as possible to stacking 50% Defense rating with enchants.
While Tanks will become limited in Offensive investment options.
Do you mean trade in mechanism does not work for you? Or, the idea of trade in does not "work" for you?