Not sure if this is against the rules to ask but ...
I keep seeing Guides and posts from various long time players, offering great advice, particularly for newer players, and one thing keeps popping up, and that is ... Soft Caps on stats ...
Is this a real thing? And is it documented anywhere? Or is it just something that is somewhat anecdotal in that what they are actually referring to diminishing returns on stats, or even just "Urban Myth" (like the one that says blue marks drop from Coffers - yeah right)?
I'm not looking for exploits or "cheats" or anything like that, what I am looking for is advice, on when to stop adding Power or Crit. and start adding ArmPen or Recovery etc ... Or help in deciding which armor piece and/or Set Bonus is going to offer the best combination for MY play style.
Also Power has no soft cap, its the only stat that doesn't.
Wow cool, thanks for the link, that was awesome ... So essentially after about 2.5K ~ 3k you don't get much more for you're money (figuratively speaking) ...
About "Power", does it greatly affect damage? To the extent say that you should get about 2.5K in all other stats first and then start adding power? Or does Power work from the ground up and you should stack it no matter what? Will 2K [power be better damage than 2K Crit for instance ...
I Ask because my HR is currently sitting on about 3K Power, 1.8K Crit and ArmPen, but with the set bonus on the T1 Warden Gear, It dropped my Power down from 4.2K and I'm now on about 3K Recovery, so should I look for a different Armor Set for a Crit bonus or such?
I would say focus Power last & get Crit & Arm Pen first. Fairly small return for power stacking, though it does add up especially at 5-6K.
Supposedly the PVE Arm Pen cap would be around 2500 for 24%. I haven't tested it, so just going off of what I have read.
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werealchemistMember, Neverwinter Beta UsersPosts: 0Arc User
edited December 2013
The general offensive stat priority (excluding specialized builds) is as follows
Armor pen
Crit
Recovery
Power
these are the numbers that exceed a growth rate of .8% per 100 points, .4% per 50,
and .2% per 25 (Optimal return for points invested) this is where you will likely want to bring any non priority stat up to.
Recovery - 1600 (13.86%)
Defense - 1600(24.65%)
ArPen - 2000(20.27%*)
Critical - 1700(15.16%)
Life steal - 600(4.99%)
Movement - 1200(10.11%)
Regen - 600(4.99%)
Deflect - 1200(10.10%)
and these basically the absolute max you will want to go before they become useless due to diminishing returns. (.3% per 100, .15 per 50, .075 per 25 points)
Recovery - 3800 (25.06%)
Defense - 3600(34.31%)
ArPen - 3600(28.52%*)
Critical - 8500(47.51%)
Life steal - 2100(12.73%)
Movement - 3200(20.64%)
Regen - 2100(12.82%)
Deflect- -3200(20.27%)
*For PvE ArPen is only effective up to a total of 24%
Bosses 24% mitigation
Brutes 20% or 22% mitigation
Strikers and Leaders 16.2% or 18% mitigation
Minions 14.4% mitigation
Controllers and Ranged Strikers 12.8% or 14% mitigation
Wow, thanks guys, you are AWESOME ... I'll admit I haven't been paying much attention to the numbers, mor ethe look of the Armor, but now that I'm lvl 60 and fighting much more difficult enemies plus also seeing some of the other (read: more experiienced) 60's in DR and Sharandar and seeing there stats, it made me realize that my stats are a mess!
Thanks again guys ... I sincerely appreciate the info and feedback, (apparently the guy that posted that experienced players aren't helpful to new players was wrong) I'm going to bookmark this page, for myself and as a reference to anyone else who might see value in it ...
werealchemistMember, Neverwinter Beta UsersPosts: 0Arc User
edited December 2013
I wish you the best and Good Luck!
/em Salute
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chemboy613Member, NW M9 PlaytestPosts: 1,521Arc User
edited December 2013
From a praticality standponit - i disagree with hardcap on crit, I haven't noticed much difference. On TR if i go from 3000 to 4000 it might increase my crit 1-2%, so I rarely go over 2500 and I never stack it.
As for recovery, some classes/builds need it and some don't. I think CW/DC absolutely must have "enough" recovery based upon build, stats, gear and playstyle, the other classes it is far less important so I don't worry about it.
That said, every class but DC should have somewhere around 24% mitigation for PvE max - but remember GWF have a bonus with constituation, so you don't have to stack as high.
Also in conqueror builds, GF get double power, so GF often stacks power instead of armor pen.
There are a lot of nuances to this, but eventually more stats barely makes a difference, that's why a lot of my CW pet's are effects rather than + stat ponits.
In general, going over 4k is useless except power and defense, but even then, not really worth stacking over that.
Comments
https://www.desmos.com/calculator/3dqpvhuavj
Also Power has no soft cap, its the only stat that doesn't.
Wow cool, thanks for the link, that was awesome ... So essentially after about 2.5K ~ 3k you don't get much more for you're money (figuratively speaking) ...
About "Power", does it greatly affect damage? To the extent say that you should get about 2.5K in all other stats first and then start adding power? Or does Power work from the ground up and you should stack it no matter what? Will 2K [power be better damage than 2K Crit for instance ...
I Ask because my HR is currently sitting on about 3K Power, 1.8K Crit and ArmPen, but with the set bonus on the T1 Warden Gear, It dropped my Power down from 4.2K and I'm now on about 3K Recovery, so should I look for a different Armor Set for a Crit bonus or such?
Supposedly the PVE Arm Pen cap would be around 2500 for 24%. I haven't tested it, so just going off of what I have read.
these are the numbers that exceed a growth rate of .8% per 100 points, .4% per 50,
and .2% per 25 (Optimal return for points invested) this is where you will likely want to bring any non priority stat up to.
and these basically the absolute max you will want to go before they become useless due to diminishing returns. (.3% per 100, .15 per 50, .075 per 25 points)
*For PvE ArPen is only effective up to a total of 24%
Bosses 24% mitigation
Brutes 20% or 22% mitigation
Strikers and Leaders 16.2% or 18% mitigation
Minions 14.4% mitigation
Controllers and Ranged Strikers 12.8% or 14% mitigation
Thanks again guys ... I sincerely appreciate the info and feedback, (apparently the guy that posted that experienced players aren't helpful to new players was wrong) I'm going to bookmark this page, for myself and as a reference to anyone else who might see value in it ...
/em Salute
As for recovery, some classes/builds need it and some don't. I think CW/DC absolutely must have "enough" recovery based upon build, stats, gear and playstyle, the other classes it is far less important so I don't worry about it.
That said, every class but DC should have somewhere around 24% mitigation for PvE max - but remember GWF have a bonus with constituation, so you don't have to stack as high.
Also in conqueror builds, GF get double power, so GF often stacks power instead of armor pen.
There are a lot of nuances to this, but eventually more stats barely makes a difference, that's why a lot of my CW pet's are effects rather than + stat ponits.
In general, going over 4k is useless except power and defense, but even then, not really worth stacking over that.
hope that helps,
Everything you need to know about CW:
http://nw-forum.perfectworld.com/showthread.php?780981-Chem-s-CW-Compendium-Everything-you-need-to-know