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mod 20: how to max damage with limited amount of offensive stats (updated)

xvimn134xvimn134 Member Posts: 132 Arc User
edited December 2020 in General Discussion (PC)
offensive stats efficiency (mod 20) (PVE version)
stats efficiency
power 1%-0.53% as power increase from 0 to 90%
CA 1%-0.53% as CA increase from 0 to 90%
accuracy 0.9%-0.5% as accuracy increase from 0 to 90%
crit (0-0.9) crit severity%-0.5*crit severity% as crit increase from 0 to 90%
crit severity (0-1.1) crit%-0.5*crit% as crit severity increase from 0 to 90%



(efficiency is defined as marginal (additional) damage increase for every 1k additinal stats)
(crit severity goes up to 1.1 with vorpal)
(mobs have 50% deflect/crit chance, 0% crit severity reduction, 90% crit/deflect severity)

How to choose offensive stats (optimization)
1. all offensive stats have decreasing marginal return, which means the higher you build one stats, the lower additional damage it gives to you.
2. The calculation is based on that you have CA 100% of the time (like in TOMM, ZARIEL); if not, efficiency of CA need to be multiplied by %time with CA
3. if you can only max 3 offensive stats at maximum, try to increase your power/CA/accuracy at the same time and make them equal.
If you can get CA 90%+ of the time, the stats you need to max are power>CA>accuracy
( with 90% or higher CA uptime, power>ca>accuracy>crit=crit severity, with less than 90% CA uptime, power>accuracy>CA>crit=crit severity
4. if you have enough stats to max 4 offensive stats, go max power+CA+accuracy only, the rest of stats go to crit and crit severity and make crit chance=crit severity
for example, 50% crit+50% crit severity>60% crit+40% crit severity, 50% crit+50% crit severity>40% crit+60% crit severity
4. if you can max all 5 offensive stats, go ahead and max all ^^
5. TR is a little different since stealth gives you 100k more crit rating, you might wanna have even less crit rating for TR

(made by xvimn134, if you have question feel free to mail @xvimn134 or ask in nw pve discord: https://discord.gg/zpN7R7M)
(feel free to post your stats here if you think your stats are good or need help with cap: https://discord.gg/QQKnT56ygS)

picture is here, feel free to post somewhere else






Post edited by xvimn134 on

Comments

  • madrigal#2900 madrigal Member Posts: 100 Arc User
    edited December 2020
    and if they raise the caps for mod 20, no one is maxing anything, 1-2 stats if you are lucky, but finding another 5k for 4 stats will be impossible, im 50.2k in test with all offensives capped at 51k, power and CSev 90%...a 5k rise in mod20 caps and all my efforts will be bled white.
  • xenocide#6577 xenocide Member Posts: 228 Arc User
    Any idea's how the extra stats from augments compare vs the damage from active companions?
  • mentinmindmakermentinmindmaker Member Posts: 1,490 Arc User
    One comment on CA though: That assumes you are able to get CA.You will generally have CA for big bosses done with a group, you will generally not have CA for solo work unless you use a pet for that.

    So unconditionally saying 1% for CA seems wrong. CA is rather situational.

    But I guess big boss fights is what we build for.
  • madrigal#2900 madrigal Member Posts: 100 Arc User
    edited December 2020

    Any idea's how the extra stats from augments compare vs the damage from active companions?

    im finding solo with an augment is comparable to how the game is now, some dmg comps feel weak but its a WiP still..alpha compy is pretty awesome as summoned dmg
  • xvimn134xvimn134 Member Posts: 132 Arc User

    One comment on CA though: That assumes you are able to get CA.You will generally have CA for big bosses done with a group, you will generally not have CA for solo work unless you use a pet for that.

    So unconditionally saying 1% for CA seems wrong. CA is rather situational.

    But I guess big boss fights is what we build for.

    ye thats right the picture is mostly for boss fight in dungeon or trial, if you cant have constant CA, the efficiency needs to be multiplied by the %time with CA
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