My question is...if Crit useful to the HR in an Archery build. I dont believe it is because of my Correcting Aim feat. Every time i dont crit, it gives me 5% crit chance stacking until i crit. Any comments on this at all?
Even with 30% crit base I've had it climb over 50% with Correcting Aim. So yes you still want crit so you get a good consistent base, what you don't need is a lot of crit - 2-3K is enough, instead of needing 3-4k like other classes.
Obsidian Moonlight - Paladin Obsidian Oath - Warlock A whole lot of other Obsidian toons as well.
Hi guys, I have another question which regards to HR and Crit as well. I'm new to the game and I've seen in the Professions that you have two sets of clothes which you can create and wear: one goes for Crit and the other goes for Armor Penetration. Also for weapons there are ones which have more Crit and the others that have more AP. As I'm building my HR in Archery build, I'm wondering what is better for me, Crit or AP. Or maybe I should mix them so that I'll have both and balanced Cirt/AP? Could you please help me with this? Thanks in advance!
As I have progressed I have moved further and further away from crit. With few exceptions the HR seems to throw lots of small hits very fast. And correcting mitigates this to fairly consistant crits. Add that almost all HR gear comes with crit more and more I focus on power to raise the base damage on the inevitable crit. If hybrid definately power to ameliorate the low base damage on melee weapons. With dots and AOEs I am throwing 8-20 hit every tic. Crits are going to happen and I cannot decide where. Well I could but it would involve attacking less which I am opposed to.
0
howitzer001Member, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 65Arc User
edited February 2014
Crit is very important for both ranged and melee builds. The thing is you stop caring about it once you reach a certain gearscore. I would say around 10-11k is when I had acceptable crit levels from gear enough to begin slotting primarily Radiant enchants in all offensive slots.
The ONLY exception here is if you're not at 24% armor penetration yet. I would slot Dark enchants over any other offensive enchants until its maxed. Whether you're pvp or pve focused you will get the most DPS boost from maximum AP. Once you get to 24% or close go all Radiant.
Are you sure? Boss mitigation is at 24% but to need that the party has to have no debuffs on the boss at all. 90% of your targets will have maybe 18% mitigation. Now PVP I go over 24% regularilly. Depending on how I last tweaked the build I run 20-22% ArPen and about 30% crit chance and most of my enchants are slotted for power and LS.
Are you sure? Boss mitigation is at 24% but to need that the party has to have no debuffs on the boss at all. 90% of your targets will have maybe 18% mitigation.
Ah, you're missing a vital wrinkle in the mechanics. The good news is that this will allow you to do more damage..
The way it works.. ArPen applies first, and at best, can reduce your target to 0% mitigation. This is why people talk about a cap for PvE- the most that we've seen is 24% on a boss so far.
However, other debuffs that reduce mitigation apply after ArPen, and can push it negative. Thus, you always want your attacks to be capped, as a priority. This pushes mitigation to zero. Then the other debuffs factor in, and push it as far negative as possible. Obviously, you want as little mitigation "left over" from the ArPen stage as possible, so you get the best bang per buck out of the other mitigation reduction effects.
I am aware of the overstack. My point is rather that 95% of the things I am attacking have well under 18% mitigation. Meaning 95% of my shots do more damage if I stop stacking ArPen at some point and move to power because it will affect that 95% that does not have 24% mitigation. Without using a single offense slot I get 22% ArPen. At that point a dark adds maybe 1% So for R7s spending 2 slots for that 24% that only works on one target in the dungeon (maybe) costs 1750 power or 70 base damage on the ten thousand hits you made getting to the boss where your 20 or so ArPen was over their mitigation. Savvy?
I am aware of the overstack. My point is rather that 95% of the things I am attacking have well under 18% mitigation. Meaning 95% of my shots do more damage if I stop stacking ArPen at some point and move to power because it will affect that 95% that does not have 24% mitigation. Without using a single offense slot I get 22% ArPen. At that point a dark adds maybe 1% So for R7s spending 2 slots for that 24% that only works on one target in the dungeon (maybe) costs 1750 power or 70 base damage on the ten thousand hits you made getting to the boss where your 20 or so ArPen was over their mitigation. Savvy?
Why build for clearing the trash, which is mere busywork? Most of it dies before anyone can get into a proper cycle anyway, and it certainly is a terrible thing to optimise for. Bosses last long enough to make it a demonstrable advantage to do so, even if you're playing an HR.
Think carefully about it. That extra base damage is still there on the boss who is already well and away de-buffed. It is also there on the sub-bosses where that extra ArPen is wasted. The extra damage is there on the mobs that don't go poof right away (which is what I am usually targeting anyway) where the ArPen is wasted. In all of these cases my extra flat damage is making the run faster and it is almost tied on the boss. That is a net gain in DPS and run speed.
Think carefully about it. That extra base damage is still there on the boss who is already well and away de-buffed. It is also there on the sub-bosses where that extra ArPen is wasted. The extra damage is there on the mobs that don't go poof right away (which is what I am usually targeting anyway) where the ArPen is wasted. In all of these cases my extra flat damage is making the run faster and it is almost tied on the boss. That is a net gain in DPS and run speed.
Ludicrous assumptions made here. The extra ArP that might be over the mitigation on add's is still value added. Believe me that no one cares about how fast the trash gets cleared. The extra power you might have equipped gives you a completely tiny, minuscule amount of extra damage on add's that die instantly regardless. Without decent ArP be prepared to do a whole lot less damage to the only things that matter.
Not only that, but if you're using any kind of decent HR gear it comes with ArP by default. You aren't going to get away from it, so you might as well put it at the boss mitigation cap before dumping points into stats with really, really terrible returns. The only reason people stack power is because it doesn't have the same diminishing returns, but it's still a really terrible bonus even if it doesn't diminish.
The fact remains that even if the bosses/add's are debuffed ArP still add's a flat percentage bonus to your damage, which is quite clearly and obviously better than an extra few points of damage per hit. And by 'a few' I mean maybe 50-100 points of damage versus a flat 10-20% more damage.
Of course, if you feel that doing a few hundred to a few thousand points of damage less per hit on bosses is somehow desirable by all means break your character and don't slot any ArP at all.
MoF/Thaum CWSS/Thaum CWIV/Protector GFSW/Combat HRSM/Destroyer GWFWK/Executioner TRDO/Faithful DC
Think carefully about it. That extra base damage is still there on the boss who is already well and away de-buffed. It is also there on the sub-bosses where that extra ArPen is wasted.
Yes, and on that boss, you'd throw away (for example) 4% ArPen, i.e. 4% extra damage for a pinch of power, which although scaling linearly, offers pitiful value in comparison?
You are solving the wrong problem, it's like you're trying to optimise an aircraft for cornering on the ground, as though that was the important factor for overall performance, based on only really seeing them taxi on the apron.
Regarding those "sub bosses", epic trash dies so very quickly that you don't really have time to even debuff it properly. It's a task limited not by difficulty but by how fast most groups can move, pull and avoid going AFK. It's the least challenging part of the dungeon. No-one is impressed that you can theoretically kill trash slightly faster. By the time you have finished casting Split The Sky, the GWF already has a bunch of kills, and by the time you charge that split shot fully, the CW's Space Potato will have decimated the remainder.
The only fights that really bottleneck on ability to actually do enough damage fast enough are the bosses. The rest are constrained by positioning and casting time, but not by inability to get the hammer down hard enough, unless your group is woefully undergeared, mis-specced or badly played. If that's the case, your approach would still be terrible, as that group would have even worse problems with the bosses (which have actual HP pools, as opposed to HP damp patches).
It sounds like you're trying to "solve" a problem that you either heard about third hand, or imagined, I'm afraid. I can see how you might think that; I did so for a while in beta, too, based on bad assumptions. However, a little more observation of what actually does happen soon put paid to that.
2% ArPen 2. Are you even reading my posts? Stock with no darks in ofense I have 22% ArPen. It would require 2 darks in o slots to get that last 2%. Which is even sufficient for some of the bosses (they are not all 24% miti). I've seen geared CWs in action, the heavy trash does not go poof. Geting it mitigated so you can move on makes the dungeon go faster. Basically anywhere but PK or T1. Look at Karru. you lose most of your time on the first sub-boss and then fire giants. The dragon falls pretty quick. Don't even look at the heavies in MC. Now let's ignore all that and pull out our calculators.
Those 2 slots can buy either 2% miti for some end bosses or +70damage on everything or +140 on every crit. Say I'm only critting 1 in 3 (we'll just ignore concentration and mastery and throw in a little bad luck), That comes out to 93.3 per hit. lets say that it is a boss with 24% miti. So I'm losing 2% total Damage. My base damage would have to be 4665 per attack for that 2% to even mitigate more than power adds. So if you are only aimed shotting the boss and doing nothing else 2% more Arpen is better for that one fight and worse in everything you do getting to that fight. If you don't have concentration... or mastery.....
Look at Karru. you lose most of your time on the first sub-boss and then fire giants.
So that's what you mean by "sub-boss". Well, you're painting yourself even further into a corner, given that the optimal approach is to ignore the adds and burst the boss down. Again, the trash isn't even slightly relevant.
Oh, and trash does (as you so poetically put it) go "poof" with a good group. Try getting invited to some.
Meantime, keep optimising that 747 until you get it to handle like a formula 1 car. We all need a hobby, however quixotic
You can argue with other people for a bit now. I don't think you're being deliberately rude or unpleasant, and I am sorry if this feels at all bad-tempered, but you're just wrong. PvE DPS 101 in this game is "cap your ArPen". If you don't, then ur doin it rong(tm). Search around these forums for some of the old theorycrafting where people hashed this stuff out way back. It will make sense, eventually, I promise.
Yes burst the sub boss (that does not have 24% mitigation) down. That is exactly what you do. trash does go poof, never argued against that. Fire giants do not. Those big formorians in Mc (ICR their 'name') do not. Most of the things that slow you down getting to the boss do not have 24% miti. I think you have tunnel vision. If your 'proof' is 'people said so' I'm at a loss. Do you even math bro? Repeatedly saying 'because it is in the forums' is not very convincing. If you cannot make some sort of reasonable defense of your preposterous '10-20%' statements than by all means please do leave the disccussion. Sorry if that is harsh but you keep answering my reasoned explainations with 'because' and it is a bit frustrating. Maybe you are just trying to troll me?
I think it depends on which dungeon you're doing. For the examples you've given, Karru, that is a T2 dungeon that likes to do things the other way around, where the final boss fight is way easier than getting there. If you take a look at VT, everyone wants to down Valindra asap, take a look at CN, we would all want the 4 boss fights to be quicker, and Draco being the hardest, that's the boss that matters most in that dungeon.
Even in MC, I spend more time on boss 1 and 2, and if you wish to do 3/3, then I think it's optimal to have 24% arpen for that since the interupts from CW/GWF doesn't work anymore.
Have the gear and skills, but lack the friends to play with? Come and apply for Essence of Aggression. We have been here and strong since beta. (Immature, rude, and arrogant people will not be accepted)
My question is...if Crit useful to the HR in an Archery build. I dont believe it is because of my Correcting Aim feat. Every time i dont crit, it gives me 5% crit chance stacking until i crit. Any comments on this at all?
If you go for PVE then you can go for high WIS so you will have ~40% base crit rate, if you go for PVP then CON is better coz you need to be alive to do dmg. And yes Correcting Aim work fine and is must.
Hi guys, I have another question which regards to HR and Crit as well. I'm new to the game and I've seen in the Professions that you have two sets of clothes which you can create and wear: one goes for Crit and the other goes for Armor Penetration. Also for weapons there are ones which have more Crit and the others that have more AP. As I'm building my HR in Archery build, I'm wondering what is better for me, Crit or AP. Or maybe I should mix them so that I'll have both and balanced Cirt/AP? Could you please help me with this? Thanks in advance!
You can get 2x2 parts from both sets and to have it bonuses till you find full set. (some pll in the end game still use 2x2 parts)
I am aware of the overstack. My point is rather that 95% of the things I am attacking have well under 18% mitigation. Meaning 95% of my shots do more damage if I stop stacking ArPen at some point and move to power because it will affect that 95% that does not have 24% mitigation. Without using a single offense slot I get 22% ArPen. At that point a dark adds maybe 1% So for R7s spending 2 slots for that 24% that only works on one target in the dungeon (maybe) costs 1750 power or 70 base damage on the ten thousand hits you made getting to the boss where your 20 or so ArPen was over their mitigation. Savvy?
Where do you get 1750 power from? And 70 damage? R7 Radiants give 185 power, slotting two of them gives 370 power and that will give you a whopping 18,5 more in base damage....
Comments
Even with 30% crit base I've had it climb over 50% with Correcting Aim. So yes you still want crit so you get a good consistent base, what you don't need is a lot of crit - 2-3K is enough, instead of needing 3-4k like other classes.
Obsidian Oath - Warlock
A whole lot of other Obsidian toons as well.
The ONLY exception here is if you're not at 24% armor penetration yet. I would slot Dark enchants over any other offensive enchants until its maxed. Whether you're pvp or pve focused you will get the most DPS boost from maximum AP. Once you get to 24% or close go all Radiant.
www.fusion-guild.org
Sir Howitzer - GF | Howitzer - HR
Ah, you're missing a vital wrinkle in the mechanics. The good news is that this will allow you to do more damage..
The way it works.. ArPen applies first, and at best, can reduce your target to 0% mitigation. This is why people talk about a cap for PvE- the most that we've seen is 24% on a boss so far.
However, other debuffs that reduce mitigation apply after ArPen, and can push it negative. Thus, you always want your attacks to be capped, as a priority. This pushes mitigation to zero. Then the other debuffs factor in, and push it as far negative as possible. Obviously, you want as little mitigation "left over" from the ArPen stage as possible, so you get the best bang per buck out of the other mitigation reduction effects.
Why build for clearing the trash, which is mere busywork? Most of it dies before anyone can get into a proper cycle anyway, and it certainly is a terrible thing to optimise for. Bosses last long enough to make it a demonstrable advantage to do so, even if you're playing an HR.
Ludicrous assumptions made here. The extra ArP that might be over the mitigation on add's is still value added. Believe me that no one cares about how fast the trash gets cleared. The extra power you might have equipped gives you a completely tiny, minuscule amount of extra damage on add's that die instantly regardless. Without decent ArP be prepared to do a whole lot less damage to the only things that matter.
Not only that, but if you're using any kind of decent HR gear it comes with ArP by default. You aren't going to get away from it, so you might as well put it at the boss mitigation cap before dumping points into stats with really, really terrible returns. The only reason people stack power is because it doesn't have the same diminishing returns, but it's still a really terrible bonus even if it doesn't diminish.
The fact remains that even if the bosses/add's are debuffed ArP still add's a flat percentage bonus to your damage, which is quite clearly and obviously better than an extra few points of damage per hit. And by 'a few' I mean maybe 50-100 points of damage versus a flat 10-20% more damage.
Of course, if you feel that doing a few hundred to a few thousand points of damage less per hit on bosses is somehow desirable by all means break your character and don't slot any ArP at all.
Yes, and on that boss, you'd throw away (for example) 4% ArPen, i.e. 4% extra damage for a pinch of power, which although scaling linearly, offers pitiful value in comparison?
You are solving the wrong problem, it's like you're trying to optimise an aircraft for cornering on the ground, as though that was the important factor for overall performance, based on only really seeing them taxi on the apron.
Regarding those "sub bosses", epic trash dies so very quickly that you don't really have time to even debuff it properly. It's a task limited not by difficulty but by how fast most groups can move, pull and avoid going AFK. It's the least challenging part of the dungeon. No-one is impressed that you can theoretically kill trash slightly faster. By the time you have finished casting Split The Sky, the GWF already has a bunch of kills, and by the time you charge that split shot fully, the CW's Space Potato will have decimated the remainder.
The only fights that really bottleneck on ability to actually do enough damage fast enough are the bosses. The rest are constrained by positioning and casting time, but not by inability to get the hammer down hard enough, unless your group is woefully undergeared, mis-specced or badly played. If that's the case, your approach would still be terrible, as that group would have even worse problems with the bosses (which have actual HP pools, as opposed to HP damp patches).
It sounds like you're trying to "solve" a problem that you either heard about third hand, or imagined, I'm afraid. I can see how you might think that; I did so for a while in beta, too, based on bad assumptions. However, a little more observation of what actually does happen soon put paid to that.
Those 2 slots can buy either 2% miti for some end bosses or +70damage on everything or +140 on every crit. Say I'm only critting 1 in 3 (we'll just ignore concentration and mastery and throw in a little bad luck), That comes out to 93.3 per hit. lets say that it is a boss with 24% miti. So I'm losing 2% total Damage. My base damage would have to be 4665 per attack for that 2% to even mitigate more than power adds. So if you are only aimed shotting the boss and doing nothing else 2% more Arpen is better for that one fight and worse in everything you do getting to that fight. If you don't have concentration... or mastery.....
So that's what you mean by "sub-boss". Well, you're painting yourself even further into a corner, given that the optimal approach is to ignore the adds and burst the boss down. Again, the trash isn't even slightly relevant.
Oh, and trash does (as you so poetically put it) go "poof" with a good group. Try getting invited to some.
Meantime, keep optimising that 747 until you get it to handle like a formula 1 car. We all need a hobby, however quixotic
You can argue with other people for a bit now. I don't think you're being deliberately rude or unpleasant, and I am sorry if this feels at all bad-tempered, but you're just wrong. PvE DPS 101 in this game is "cap your ArPen". If you don't, then ur doin it rong(tm). Search around these forums for some of the old theorycrafting where people hashed this stuff out way back. It will make sense, eventually, I promise.
Even in MC, I spend more time on boss 1 and 2, and if you wish to do 3/3, then I think it's optimal to have 24% arpen for that since the interupts from CW/GWF doesn't work anymore.
Have the gear and skills, but lack the friends to play with? Come and apply for Essence of Aggression. We have been here and strong since beta. (Immature, rude, and arrogant people will not be accepted)
If you go for PVE then you can go for high WIS so you will have ~40% base crit rate, if you go for PVP then CON is better coz you need to be alive to do dmg. And yes Correcting Aim work fine and is must.
You can get 2x2 parts from both sets and to have it bonuses till you find full set. (some pll in the end game still use 2x2 parts)
Where do you get 1750 power from? And 70 damage? R7 Radiants give 185 power, slotting two of them gives 370 power and that will give you a whopping 18,5 more in base damage....