I'm looking for every cap and diminution returns for CW,
Thanks.
THEORYCRAFTING TIME
Post edited by droodz92 on
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snowballoMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited June 2013
Power has no dr
Crit/Recovery start to slow down a lot past 1,5k but worth it up to 3k, Recovery up to 3,5k or even more once you'r in T2 sets as CW really shines with a lot of it
This is PvE based
Snow's Melee Arena:NW-DMT7STJ9E Combat arena. Adjustable challenge.
Difficulty: Adjustable easy - very hard
Duration: Adjustable 1 - 25min
0
keterysMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited June 2013
People always say Power has no diminishing returns, but it may be more accurate to say that it's already diminished returns.
So, while it may go from 100 Crit to 500 Crit to get 1% more crit, and Power will keep on giving 1 damage per 25 Power, that doesn't change the fact that your 1% crit will deal more damage until you're up into truly ridiculous ranges.
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snowballoMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited June 2013
^ That's very true.
That's why you work on every other main stat 1st up to the heavier diminishing returns and drop whatever you can get after into power.
Snow's Melee Arena:NW-DMT7STJ9E Combat arena. Adjustable challenge.
Difficulty: Adjustable easy - very hard
Duration: Adjustable 1 - 25min
0
honoraryorangeMember, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 0Arc User
edited June 2013
Yep, makes extra sense when you realize that every point of power is worth more as your crit/recovery/arpen go up.
In fact it can be true or not depending on many things.
1% Crit doesn't provide 1% dps at any level of crit, it is diminishing.
Power scales linearly on dps (and is not diminishing), not on RELATIVE damage. If something scaled linearly with RELATIVE damage (ie will always give you 1% of your current damage) it would be scaling exponentially.
Anyway there are base crit values that have no DR so you have a startup value for crit that is due to cha, feats and then there's EoS that naturally "lower" the value of crit. Ex:
With 25% Crit with you deal 118.75% dmg. 1% Crit means you get .75% so 119.5% (which is a .63% increment compared to the .75% you generally compare).
At 50% Crit you deal 137.5% dmg and 1% represent an increment of .545% dmg.
On the ther side power is not as straightforward as we think, because it gives different returns on different spells, and its value is ofc dependant on other values. Some features rate crit higher because of side effects (CA uptime or AP recharge); EoS uptime devalues crit, since you waste all when it's up. Things like prestidigitation tend to be more effective on power (due to DR on other stats).
So apart from euristic results, there are no magic values yet because we don't know spell coefficients.
0
droodz92Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
In fact it can be true or not depending on many things.
1% Crit doesn't provide 1% dps at any level of crit, it is diminishing.
Power scales linearly on dps (and is not diminishing), not on RELATIVE damage. If something scaled linearly with RELATIVE damage (ie will always give you 1% of your current damage) it would be scaling exponentially.
Anyway there are base crit values that have no DR so you have a startup value for crit that is due to cha, feats and then there's EoS that naturally "lower" the value of crit. Ex:
With 25% Crit with you deal 118.75% dmg. 1% Crit means you get .75% so 119.5% (which is a .63% increment compared to the .75% you generally compare).
At 50% Crit you deal 137.5% dmg and 1% represent an increment of .545% dmg.
On the ther side power is not as straightforward as we think, because it gives different returns on different spells, and its value is ofc dependant on other values. Some features rate crit higher because of side effects (CA uptime or AP recharge); EoS uptime devalues crit, since you waste all when it's up. Things like prestidigitation tend to be more effective on power (due to DR on other stats).
So apart from euristic results, there are no magic values yet because we don't know spell coefficients.
And what about ARP? cause seriously it's so vague right now no one can give an concrete answer
Arp, like crit, is a percentage multiplier so you still need a static reference. It is cappable (22% on lvl 60 mob iirc) and its DR starts to kick in at rather high values (around 1600 it has top value). To get is real value you need to know how much armor has the target.
Let's say you hit a target with 22% defense with 0% arp and you deal 78% damage. You stack 1000 arp (around 10%) you end up hitting for 88% dmg (12.82% increment). The following 1000 arp won't suffer much of DR and will give you another 10% stepping to 98% dmg done granting 11.3% increase.
For a base crit of 20% with 0 rating you deal 115% dmg. Stacking 1k rating brings you to 28% crit (121% dmg or 5.22% increase). Stacking another 1k on top of that will bring you to 33.6% crit which is a total of 124.9% (3.22% increase from previous step).
Point per point ArP is much better than crit, but crit has many more variables as I said. There is the contribution from AP gain and Combat Advantage+CritSeverity for renegades which raises the value (I don't know yet by how much), and the contribution from EoS which lowers it.
This comparison anyway can't tell you wheter arp or crit are better than power, and tests from other players seem to indicate that mitigation effects (RoE or Thaumaturge's CoI) are calculated after ArP, thus they work as a multiplier on you rather than subtracting defense, but in a group setup a rogue can use wicked reminder (4% x 5 stacks) which "should" be like an ArP effect and lowers the softcap.
So if you find by trial and error how much power gives you 1% damage, you can kinda compare the other ratings.
Comments
Crit/Recovery start to slow down a lot past 1,5k but worth it up to 3k, Recovery up to 3,5k or even more once you'r in T2 sets as CW really shines with a lot of it
This is PvE based
Combat arena. Adjustable challenge.
Difficulty: Adjustable easy - very hard
Duration: Adjustable 1 - 25min
So, while it may go from 100 Crit to 500 Crit to get 1% more crit, and Power will keep on giving 1 damage per 25 Power, that doesn't change the fact that your 1% crit will deal more damage until you're up into truly ridiculous ranges.
That's why you work on every other main stat 1st up to the heavier diminishing returns and drop whatever you can get after into power.
Combat arena. Adjustable challenge.
Difficulty: Adjustable easy - very hard
Duration: Adjustable 1 - 25min
1% Crit doesn't provide 1% dps at any level of crit, it is diminishing.
Power scales linearly on dps (and is not diminishing), not on RELATIVE damage. If something scaled linearly with RELATIVE damage (ie will always give you 1% of your current damage) it would be scaling exponentially.
Anyway there are base crit values that have no DR so you have a startup value for crit that is due to cha, feats and then there's EoS that naturally "lower" the value of crit. Ex:
With 25% Crit with you deal 118.75% dmg. 1% Crit means you get .75% so 119.5% (which is a .63% increment compared to the .75% you generally compare).
At 50% Crit you deal 137.5% dmg and 1% represent an increment of .545% dmg.
On the ther side power is not as straightforward as we think, because it gives different returns on different spells, and its value is ofc dependant on other values. Some features rate crit higher because of side effects (CA uptime or AP recharge); EoS uptime devalues crit, since you waste all when it's up. Things like prestidigitation tend to be more effective on power (due to DR on other stats).
So apart from euristic results, there are no magic values yet because we don't know spell coefficients.
And what about ARP? cause seriously it's so vague right now no one can give an concrete answer
Let's say you hit a target with 22% defense with 0% arp and you deal 78% damage. You stack 1000 arp (around 10%) you end up hitting for 88% dmg (12.82% increment). The following 1000 arp won't suffer much of DR and will give you another 10% stepping to 98% dmg done granting 11.3% increase.
For a base crit of 20% with 0 rating you deal 115% dmg. Stacking 1k rating brings you to 28% crit (121% dmg or 5.22% increase). Stacking another 1k on top of that will bring you to 33.6% crit which is a total of 124.9% (3.22% increase from previous step).
Point per point ArP is much better than crit, but crit has many more variables as I said. There is the contribution from AP gain and Combat Advantage+CritSeverity for renegades which raises the value (I don't know yet by how much), and the contribution from EoS which lowers it.
This comparison anyway can't tell you wheter arp or crit are better than power, and tests from other players seem to indicate that mitigation effects (RoE or Thaumaturge's CoI) are calculated after ArP, thus they work as a multiplier on you rather than subtracting defense, but in a group setup a rogue can use wicked reminder (4% x 5 stacks) which "should" be like an ArP effect and lowers the softcap.
So if you find by trial and error how much power gives you 1% damage, you can kinda compare the other ratings.