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How much recovery is too much?

adinosiiadinosii Member, NW M9 Playtest Posts: 4,294 Arc User
edited September 2013 in The Temple
The new boons got me thinking about my stat allocation, and in particular whether I may have put too much into Recovery.

Here is what I have (with the stone equipped)

Power: 5323
Defense: 2543
Crit Strike: 2135
Recovery: 2725

The question is really how much lower Recovery could be, without it having a noticeable effect on the downtime of my powers, and whether it might for example make sense to swap out a ring or necklace for one with different allocations.

Thoughts ?
Hoping for improvements...
Post edited by adinosii on

Comments

  • nallifnallif Member Posts: 0 Arc User
    edited August 2013
    That's a good amount of recovery, maybe as much as 3000.
  • diogene0diogene0 Member Posts: 2,894 Arc User
    edited August 2013
    Anything beyond 2500 recovery is wasted on a DC.

    Crit: up to 2500-3k.

    Power: no cap.

    Def: 2k at most.
  • scozzersscozzers Member, Neverwinter Beta Users Posts: 180 Bounty Hunter
    edited August 2013
    diogene0 wrote: »
    Anything beyond 2500 recovery is wasted on a DC.

    Crit: up to 2500-3k.

    Power: no cap.

    Def: 2k at most.

    Do not look at the numbers, look at the percentages. Decide for yourself how much action point % increase you want. Or how important lower cds on your encounters are. Factor in your pet and rising hope if you spec it ... etc etc etc. There is no magic number that you have to be at or under. All that happens is the higher you stack a stat (except power) the less % return you get on it's effect. This is most important re defense for a DC imo since 1 passive can potentially give you 11% extra damage resistance, so the diminishing returns on defense are a little bit more important to be aware of but saying "2k at most" is just misleading. To be honest your stats look fine. Even if you run Holy Fervor, I'd still say your recovery is fine.
  • jacksoonjacksoon Member, NW M9 Playtest Posts: 332 Arc User
    edited August 2013
    I don't know all the people tell 3k is too much. I have 5600 on rec and i can cast skill whit 8 sec of cooldown ( not AS, is at 13.5 sec ). For now i have no prob on healing or cast skill, since i have a cri of 33%, a damage resistence of 31%. I don't get why people still say me i'm a **** :( only beacuse i have too much rec
  • fondlezfondlez Member Posts: 0 Arc User
    edited August 2013
    jacksoon wrote: »
    I don't know all the people tell 3k is too much. I have 5600 on rec and i can cast skill whit 8 sec of cooldown ( not AS, is at 13.5 sec ). For now i have no prob on healing or cast skill, since i have a cri of 33%, a damage resistence of 31%. I don't get why people still say me i'm a **** :( only beacuse i have too much rec

    Yup, I recommend ignoring people who place artificial caps on stats because it depends so much on build and playstyle.

    The only real soft cap in the game these days is from ArP in PvE due to estimated 24% mitigation of bosses. Another "soft cap" under certain builds is trying to maintain 100% uptime on Linked Spirit requires a low cooldown Sunburst (think last time I checked it was 9s).

    For me, I am not a fan of stacking any underlying stat (except Armor Penetration or Power) when I gain no more than 2% from 1,000 rating since 2% tends to be around the point I notice any difference.

    This is a good set of charts to use to decide the cost-benefit of your rating choices appropriate to your build: https://www.desmos.com/calculator/3dqpvhuavj

    The most important thing is understanding how you play and THEN optimize stats around it. It is very rarely from arbitrary limits to stats.

    That said, I would not try to stack say 8,000+ Recovery, plus max CHA and CHA race because the underlying stats of RSI and possibly even AP gain, have their own diminishing returns on top of that from Recovery (yes, it has been tried by Unspecifiederror, read here: http://nw-forum.perfectworld.com/showthread.php?287742-7-951-Recovery-23-Cha-20-Int-and-56-1-Recharge-%28A-bunch-of-numbers-not-a-build%29)!
  • alagos77alagos77 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 33
    edited August 2013
    Soft caps are just that.. soft caps. You will still get something out of the stat even if it's not much and other stats will give you more. I know I probably shouldn't notice the difference in 3k recovery and 3.5k, but I do. And in noticable I don't mean some percentage numbers but actually noticing the wrong ring during a dungeon run because it felt weird enough for me to check my gear.
    That was before the patch though where I basically played without ever worrying about divinity. Now that I do have to pay more attention to it, I might as well drop it a bit and see how it goes. Maybe I'll put some more points into ArPen or go for Regen or Deflect. I don't feel the urgent need to do it though because I'm doing fine without it.
  • daswoolydaswooly Member Posts: 60 Arc User
    edited August 2013
    diogene0 wrote: »
    Anything beyond 2500 recovery is wasted on a DC.

    Crit: up to 2500-3k.

    Power: no cap.

    Def: 2k at most.
    Don't understand this reasoning. Why would you stop recovery lower than crit when it has less diminishing returns? Recovery remains an efficient stat for DC upwards of 3500. 1k power is only about 4% more healing.
  • permag02permag02 Member, Neverwinter Beta Users Posts: 0 Arc User
    edited August 2013
    adinosii wrote: »
    The new boons got me thinking about my stat allocation, and in particular whether I may have put too much into Recovery.

    Here is what I have (with the stone equipped)

    Power: 5323
    Defense: 2543
    Crit Strike: 2135
    Recovery: 2725

    The question is really how much lower Recovery could be, without it having a noticeable effect on the downtime of my powers, and whether it might for example make sense to swap out a ring or necklace for one with different allocations.

    Thoughts ?

    Now that Sunburst is " fixed". Recovery helps with AP gain so you might want to take that in to account too if you want to fire your dailies quickly. I have 4k with Rising hope...overkill?lol
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  • macabrivsmacabrivs Member, Neverwinter Beta Users Posts: 417 Bounty Hunter
    edited September 2013
    I have 4k recovery and i use Holy fevor which gives me 50% action point gain unbuffed. Im not a math guy so i didnt made any calcs but 50% apg seems a good number :)

    I also have 4.2k crit but im not that sure if its worth... Got 37% crit chance unbuffed... i can reach 42% with TR buff
  • misssmooziemisssmoozie Member, Neverwinter Beta Users Posts: 204 Bounty Hunter
    edited September 2013
    daswooly wrote: »
    Don't understand this reasoning. Why would you stop recovery lower than crit when it has less diminishing returns? Recovery remains an efficient stat for DC upwards of 3500. 1k power is only about 4% more healing.
    Thing is, recovery has double diminishing returns.
    First from Recovery stat => %
    And then % => shorter cooldowns
    As the cooldown time is calculated by: CD=(CD_base)/(1+(%CDR))
    For example, if you have 45% faster recharge speed, and uses Astral Shield (20s CD), the cooldown would be (20/1+0.45) which is about 13.8s.

    The effect of this can easily be seen when starting to calculate the effect when you increase your recovery.
    Have a graph on it:
    https://www.desmos.com/calculator/tkosuhkkmu

    Despite this I still run 6.4k recovery out of combat, and around 7.4k when Rising hope is on :P
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  • diogene0diogene0 Member Posts: 2,894 Arc User
    edited September 2013
    daswooly wrote: »
    Don't understand this reasoning. Why would you stop recovery lower than crit when it has less diminishing returns? Recovery remains an efficient stat for DC upwards of 3500. 1k power is only about 4% more healing.

    Why? Because you don't notice any meaningful spell cooldown reduction above 2.5k recovery. With more crit i gain a chance to do 100% more healing, with my greater vorpal. That makes a real difference to me. Getting 40% crit chance on a DC isn't difficult and it will be better than some AP gain you shouldn't need anyway, if you use healing word - an excellent AP generator. Most of our daily powers are really underwhelming, except divine armor, a life saver, but a good team doesn't need so much life saving that you should only play an AP bot, and flame strike, and this one only means a bit more damage, but it's still very limited. There are better spells to do damage. More crit just means more everything: more damage and more heals. In other words, crit is more versatile than recovery, the effect on heals should be roughly the same, but you also get significantly more dps.
  • spani4rdspani4rd Member, Neverwinter Beta Users Posts: 297 Bounty Hunter
    edited September 2013
    diogene0 wrote: »
    Most of our daily powers are really underwhelming, except divine armor.

    Honestly outside of Singularity I'm not sure there are any more powerful dailys for PVE use besides DA/HG. I think HG is way better personally. Sure DA gives you more survivability but once you don't need it 15% more dmg to the entire party is awesome not to mention once you add DG on top of that
  • whistlingdixiewhistlingdixie Member Posts: 0 Arc User
    edited September 2013
    daswooly wrote: »
    Don't understand this reasoning. Why would you stop recovery lower than crit when it has less diminishing returns? Recovery remains an efficient stat for DC upwards of 3500. 1k power is only about 4% more healing.

    This is absolutely false. Complete misinformation.

    You are certainly welcome to do a Recovery build, but understand you are approaching an actual hard cap asymptotically. It is NOT an efficient way to gear up. The efficient way to gear up is to get all the stats to the critical point of their curve (aka the "soft cap"), then put the rest into a secondary stat (like ArmorPen*, Deflect, Life Steal), or Power.
  • whistlingdixiewhistlingdixie Member Posts: 0 Arc User
    edited September 2013
    spani4rd wrote: »
    Honestly outside of Singularity I'm not sure there are any more powerful dailys for PVE use besides DA/HG. I think HG is way better personally. Sure DA gives you more survivability but once you don't need it 15% more dmg to the entire party is awesome not to mention once you add DG on top of that

    I think it's because they don't DO anything. Okay, you can see TempHP on the bar. But there are no big numbers, no clear effect. If it showed you all the bonus damage from HG after normal damage or the same for defense, or the TempHP you provided showed green numbers -- this kind of thing would make FEEL like they were are good as they are. Cause right now it's just the more boring thing, drop circles, drop circles, drop big circles, call an angel to drop a circle on your group, etc.
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