Miracle Healer's Set: Description changed to be "Your encounter powers cause a nearby ally to be healed for 5% of your maximum HP." This now correctly reflects the effect of the power. This is only a tooltip change
This shows that the set is working as intended by developers So is still worth using 4-pieces set? or should we change to 2 miracle and 2 Grand Templar/Beacon of Faith and what you think about the new t2 pvp set from Gauntlgrym?
Gexy - Devoted Cleric - Lv60 - GS 12k- Guild : N e v e r W i n t e r O r d e r
Miracle Healer's Set: Description changed to be "Your encounter powers cause a nearby ally to be healed for 5% of your maximum HP." This now correctly reflects the effect of the power. This is only a tooltip change
This shows that the set is working as intended by developers So is still worth using 4-pieces set? or should we change to 2 miracle and 2 Grand Templar/Beacon of Faith and what you think about the new t2 pvp set from Gauntlgrym?
Miracle Healer's Set: Description changed to be "Your encounter powers cause a nearby ally to be healed for 5% of your maximum HP." This now correctly reflects the effect of the power. This is only a tooltip change
This shows that the set is working as intended by developers So is still worth using 4-pieces set? or should we change to 2 miracle and 2 Grand Templar/Beacon of Faith and what you think about the new t2 pvp set from Gauntlgrym?
Yet the description is still terrible.. Only a few actual encounters will actually heal, which should not be the case at all if they want to make that 4 piece bonus viable at all. As of now I'm sticking with hybrid Miracle and Grand Templar's set and its working great. Don't even bother getting the GG set, unless you like to stack LifeSteal, which is just AWESOME for clerics... cause we do so much damage and all..
It's approx 3,200 for Clerics. I'm not sure if it's different for each class, I don't think it is, but honestly not sure.
I'm curious, can you explain me why it's 3200
Edit : Seems like you can't
You should stop posting rng softcap, it's called misinformation and that's not help people
0
sh4dowrunn3rMember, Neverwinter Beta UsersPosts: 17Arc User
edited July 2013
another awesome performance by cryptic, taking the easy route and fixing text instead of actual bug
I hope module1 T2 set is good and actually works....
Edit : Seems like you can't
You should stop posting rng softcap, it's called misinformation and that's not help people
At roughly 3,200 you start to get "Diminishing Returns", which are really really steep in Neverwinter. Basically, 100 points in Crit Rate after that point gives you far far less crit chance than it did before that point. The Diminishing Returns are so high that it's basically pointless to put points into stats once you've reached this "Soft Cap"
another awesome performance by cryptic, taking the easy route and fixing text instead of actual bug
I hope module1 T2 set is good and actually works....
Actually, I think the text fix was probably the right move. If they made it actually effect all allies, they would've HAD to put a cooldown on it, otherwise it would be crazy OP.
4 Astral Shields a minute, 6 Sun Bursts, 4-5 Forgemasters Flames.
I currently heal around 1,100 to my End-game group with the Miracle Healer set, that's 15,400 per minute to any Ally near me. Make that all allies, and it's 77,000 HP you heal per minute.
At roughly 3,200 you start to get "Diminishing Returns", which are really really steep in Neverwinter. Basically, 100 points in Crit Rate after that point gives you far far less crit chance than it did before that point. The Diminishing Returns are so high that it's basically pointless to put points into stats once you've reached this "Soft Cap"
I think you just read somewhere on this forum that the crit softcap is 3200 but you don't even know why
The DR on crit begin at ~400, not 3200.
It's not a softcap since you'll benefit from stat above this point in every situation.
There is just a point when power become better than crit depending of your Citical Rate, Critical Severity, Total Crit, Weapon, Power, Skills you use and the global disparity of these ones.
In my case, at 1481 crit rate, power is ~1,6 time better than crit, your 3200 "cap" makes no sense.
Anyways, you will never beat the 4/4 MH with 450 power or crit.
Indeed. Just about any 4 piece set bonus (T1s included) is worth more than a piddling less than 1% chance to crit increase.
Edit. Roughly 2% actually. Maybe not all set bonuses then.
You there. New to the game? Feeling overwhelmed? Maybe you think getting to end-game is impossible for a casual player like yourself, or maybe you just need to be around a community that helps each other stay sane and competitive with the latest news, current trends, random chitchat and most of all LEGIT (that is, we try to keep things fair) gameplay. If you don't mind being around quirky people and the rare occasional drama (one of our prominent TR members is apparently a mafia godfather) join nw_legit_community at http://www.nwlegitcommunity.shivtr.com/forum_threads/2330542.
I think you just read somewhere on this forum that the crit softcap is 3200 but you don't even know why
The DR on crit begin at ~400, not 3200.
It's not a softcap since you'll benefit from stat above this point in every situation.
There is just a point when power become better than crit depending of your Citical Rate, Critical Severity, Total Crit, Weapon, Power, Skills you use and the global disparity of these ones.
In my case, at 1481 crit rate, power is ~1,6 time better than crit, your 3200 "cap" makes no sense.
Anyways, you will never beat the 4/4 MH with 450 power or crit.
A friend of mine had around 4k more Crit than me, having no knowledge of the Soft Cap. His actual Crit Chance was just over 4% higher. I may have been explaining it poorly, but it doesn't change the fact that once you hit the "Soft Cap" it becomes wasteful to invest more points into that stat. It's far more beneficial to dial back on the Crit and go with Recovery/Defense/Power/Anything-you-need-that-isn't-softcapped.
And yes, the 3200 number is something I read off the forums. I wasn't willing to invest millions of AD respeccing and re-gearing over and over to test different stat levels to determine the exact point that it becomes wasteful to continue.
Once again that fix show the love of Cryptic for the cleric: none.
Instead of giving at least 1 good set bonus, they chose the easy way, fixing the tooltip so the bonus set remains as crappy as it is now. Random target. Never heal the target you'd expect it to. Garbage.
Still the best option, because all the others are even more garbage.
Comments
4/4 MH and 4/4 GG are the best choices.
Yet the description is still terrible.. Only a few actual encounters will actually heal, which should not be the case at all if they want to make that 4 piece bonus viable at all. As of now I'm sticking with hybrid Miracle and Grand Templar's set and its working great. Don't even bother getting the GG set, unless you like to stack LifeSteal, which is just AWESOME for clerics... cause we do so much damage and all..
There is no Crit/Power softcap
There's no Power soft cap (Since it scales so poorly), but there's always been a Crit soft cap~
I'm curious, pls tell me the crit softcap
It's approx 3,200 for Clerics. I'm not sure if it's different for each class, I don't think it is, but honestly not sure.
I'm curious, can you explain me why it's 3200
Edit : Seems like you can't
You should stop posting rng softcap, it's called misinformation and that's not help people
I hope module1 T2 set is good and actually works....
At roughly 3,200 you start to get "Diminishing Returns", which are really really steep in Neverwinter. Basically, 100 points in Crit Rate after that point gives you far far less crit chance than it did before that point. The Diminishing Returns are so high that it's basically pointless to put points into stats once you've reached this "Soft Cap"
Actually, I think the text fix was probably the right move. If they made it actually effect all allies, they would've HAD to put a cooldown on it, otherwise it would be crazy OP.
4 Astral Shields a minute, 6 Sun Bursts, 4-5 Forgemasters Flames.
I currently heal around 1,100 to my End-game group with the Miracle Healer set, that's 15,400 per minute to any Ally near me. Make that all allies, and it's 77,000 HP you heal per minute.
I think you just read somewhere on this forum that the crit softcap is 3200 but you don't even know why
The DR on crit begin at ~400, not 3200.
It's not a softcap since you'll benefit from stat above this point in every situation.
There is just a point when power become better than crit depending of your Citical Rate, Critical Severity, Total Crit, Weapon, Power, Skills you use and the global disparity of these ones.
In my case, at 1481 crit rate, power is ~1,6 time better than crit, your 3200 "cap" makes no sense.
Anyways, you will never beat the 4/4 MH with 450 power or crit.
Edit. Roughly 2% actually. Maybe not all set bonuses then.
A friend of mine had around 4k more Crit than me, having no knowledge of the Soft Cap. His actual Crit Chance was just over 4% higher. I may have been explaining it poorly, but it doesn't change the fact that once you hit the "Soft Cap" it becomes wasteful to invest more points into that stat. It's far more beneficial to dial back on the Crit and go with Recovery/Defense/Power/Anything-you-need-that-isn't-softcapped.
And yes, the 3200 number is something I read off the forums. I wasn't willing to invest millions of AD respeccing and re-gearing over and over to test different stat levels to determine the exact point that it becomes wasteful to continue.
Instead of giving at least 1 good set bonus, they chose the easy way, fixing the tooltip so the bonus set remains as crappy as it is now. Random target. Never heal the target you'd expect it to. Garbage.
Still the best option, because all the others are even more garbage.
Thank you cryptic for your love of clerics.
- DRAGON - ( Mehrea DC 13.1k ) - ( Volsung TR 11.7k )