Valuable bonuses

Dystery - Sanctuary
Dystery - Sanctuary Posts: 52 Arc User
edited May 2009 in General Discussion
This may have been discussed before, but my digging produced no Results, then I ask.

I keep hearing about -x% channeling gear that are sold for an unbelievable amount of coins. As a veno, and rare pet tamer, I know what they could be usefull for.... then this I understand.
But now, I am also wondering which other bonuses on weapons could be valuable enough to remind me not to basicely sell matching item to the Merchant.
Also, I think some bonuses are more expensive according to what piece of gear they come with (-x% channeling, for example, sounds better on a ring to me). Do you have an opinion about it?

Here's a list of what I think is valuable. I wait for your opinion about these. And if you know other valuable magical bonuses, I will add them to my list.

[High Value bonuses]
  1. -x% channelling
  2. +x% critical rate
  3. +x% xp
  4. +x% accuracy (interesting for high level only)
  5. +x% evasion (interesting for high level only)
  6. -0.05 sec between hits
  7. +X%chance to recover health

[Average Value bonuses]

[LIST=2]
[*]+x HP recovery(interesting for low level only)
[*]+x MP recovery(interesting for low level only)
[*]+x m/s (mainly for DQ or WQ.... although some slow ppl enjoy it)
[*]absorbs x% physical damage (also exists for Mag. damage?) (deduced after damage reduction has already been computed... not very effective)
[/LIST]

[?]

[LIST=3]
[*]+X attack level
[/LIST]


I'll update this list with your answers.

28/05/09 : updated
Post edited by Dystery - Sanctuary on

Comments

  • SATII - Lost City
    SATII - Lost City Posts: 202 Arc User
    edited April 2009
    456 are pretty useless. The rest are very valuable and raise the price of the item from anywhere from 50k-300k depending on what it is
  • Noodle_soup - Sanctuary
    Noodle_soup - Sanctuary Posts: 2 Arc User
    edited April 2009
    Gears that have higher +stat are very valuable at lower levels and lose value at higher levels. It really depends on the char.

    My full attack Cleric values +mag more than certiain things
    My wizard values +phys res very highly

    It depends on the char and style of play.
  • Mosz - Heavens Tear
    Mosz - Heavens Tear Posts: 3,181 Arc User
    edited April 2009
    on weapons? really most weapons get npc, even 3* extremely rarely are better then a TT counterpart
    on ornaments/cape stuff with+8-10[and rarely to 12 or so] of a combination of magic, str, dex.........vit in less cases could be good, think venos switchin between arcane/la/heavy, barbs gettin thier str up to pump vit, or just get high vit, archers trying to max dex ( so str/dex combo) so yah stuff with double of a base stat can be valuable
    oh and some go for single stat metal resist on gears or 1-3 resist and +metal , for pvp as archer magic=metal and cleric magic=metal so LA or HA with super high metal can be valuable while the buyers may be few and far though

    surely i left out some stuff but yah there ya go
  • mbrunestud
    mbrunestud Posts: 0 Arc User
    edited April 2009
    lol...i've picked up mob drops with berserk, heal or whatever it's called (you know the 5% chance to recover health). too bad it's on a 1star weapon that no one would want. almost seems a waste on a mob dropped gear

    i think there are also +x% evasion

    sometimes people overdo it. i look at the +2% crit on normal attack rings auctioning for 2mil, and i just have to laugh. i can get this or i can get ring of the heavenly lord for a little more, do i want to get the mob ring?
  • gelato
    gelato Posts: 0 Arc User
    edited April 2009
    Don't forget the +exp% items.
  • Solandri - Heavens Tear
    Solandri - Heavens Tear Posts: 2,843 Arc User
    edited April 2009
    Also -0.05 sec interval between hits. The phys attack equivalent of channeling.
  • Zephyrx - Lost City
    Zephyrx - Lost City Posts: 1,563 Arc User
    edited April 2009
    456 are pretty useless. The rest are very valuable and raise the price of the item from anywhere from 50k-300k depending on what it is

    +HP Recovery is probably useless as 25% effect in combat means: before it regens half a hp, your dead, then you have to beg ZephyrX (or other Clerics... psh) for a revive when ZephyrX (or insert Hot cleric name here) is clearly offline.

    +MP Recovery is useful for lower lvls, k? Well for lv 32- because I have to sit my **** all down mediating like I have an extreme eruption or something for like 1 minute just to refill my mana bar. +MP Recovery is godly for lower levels like me k? Heck if your a build that never puts any stat into Mag, then MP Recovery is also useful... like Full Vit Cleric or Full Dex Archers

    +M/S is useful. It's useful when your doing Dragon Quests so you can zoom 2 minutes faster to an NPC. Those 2 mins saved could be used to hug your boyfriend/girlfriend or get 2 mins more at Six Flags, or even make Six Flags into Seven Flags! The time saved can be used to do anything! Think of what you can do in 2 mins!
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  • keyshey
    keyshey Posts: 0 Arc User
    edited April 2009
    i really like +hp and +mp recovery items

    i find the absorb +1% phy damage useless. there's too much small of a difference to actually notice anything.

    +accuracy for melee and +hp are very useful too
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  • Deadbone - Sanctuary
    Deadbone - Sanctuary Posts: 292 Arc User
    edited April 2009
    I sold a 1* level 75 waist adorn with -6% channel, all 5 elements, and +94 phys res for 2 mil b:laugh
  • MiniST - Sanctuary
    MiniST - Sanctuary Posts: 604 Arc User
    edited April 2009
    I sold a 1* level 75 waist adorn with -6% channel, all 5 elements, and +94 phys res for 2 mil b:laugh

    nothing compared to my -18% channeling ring that i sold for 1.5bil b:scorn

    absorb %phy damage is godly to heavy class, heck even light classes.
  • Asterelle - Sanctuary_1381265973
    Asterelle - Sanctuary_1381265973 Posts: 7,881 Arc User
    edited April 2009
    I hear absorb %phys damage is worthless as it applied to the damage after damage reduction. So 10% absorbtion with 50% resistance takes damage from 50% down to 45%.

    That's a rumor though.

    Uber stats:
    +crit
    -interval between hits
    +% accuracy
    +exp
    -% channeling
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  • Celestyna - Heavens Tear
    Celestyna - Heavens Tear Posts: 629 Arc User
    edited April 2009
    some peopel say its useless but the + speed actually helps me keep up with my squad (clerics are slllllooooowwwwwww)
    other then that i try to get +hp items,
    mp recover and hp recovery were useful when i was lower level, -chan is nice but i dont like wearing mdef belt and necky b:surrender
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  • Deadbone - Sanctuary
    Deadbone - Sanctuary Posts: 292 Arc User
    edited April 2009
    nothing compared to my -18% channeling ring that i sold for 1.5bil b:scorn

    absorb %phy damage is godly to heavy class, heck even light classes.

    I envy you.
  • Dystery - Sanctuary
    Dystery - Sanctuary Posts: 52 Arc User
    edited May 2009
    I made a small update on this post.
    So that it's easier to read.

    If you have further opinions on valuable bonuses, or happen to remind some I miss, please add them here.
  • Alphae - Lost City
    Alphae - Lost City Posts: 1,512 Arc User
    edited May 2009
    I hear absorb %phys damage is worthless as it applied to the damage after damage reduction. So 10% absorbtion with 50% resistance takes damage from 50% down to 45%.

    If a mob would normally hit 1k, then 50% normal damage would take it down to 500, and another 5% would be 450 damage, which is nothing to sneeze at... especially for robe classes who aren't getting hit a huge amount in PvE.

    Perhaps it becomes less useful at your level, Asterelle, I would (obviously b:sad) not know. But I did a little testing with NPC gear versus my phys reduction gear and I do notice some difference.
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  • Axemanek - Heavens Tear
    Axemanek - Heavens Tear Posts: 588 Arc User
    edited May 2009
    i like gear with + vit bonuses
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  • Alphae - Lost City
    Alphae - Lost City Posts: 1,512 Arc User
    edited May 2009
    i like gear with + vit bonuses

    Depends on what kind of bonus your class gets from vit, it's different for everyone. I think +HP are in general more beneficial to casters than +vit? But I know only from a veno standpoint.
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  • Batista - Dreamweaver
    Batista - Dreamweaver Posts: 370 Arc User
    edited May 2009
    On Clerics, each +1 Vit adds 10 HP.

    Personally, I've had -9% channeling and didn't notice much of a difference at all ... especially for the price I paid for two of the pieces and I got lucky on a belt with -3% channeling.

    I go for HP and Phys Res. MP/HP Regen is useless for a high level Cleric in my opinion. Some say every little bit helps but nothing helps when everything you do is mana-based, aside from flying basically, lol. The regen isn't fast enough and BB/RB Clerics go through MP Charms faster than a drunk emptying a bottle of Tequilla, heh heh. Just my opinion though.
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  • Tearvalerin - Sanctuary
    Tearvalerin - Sanctuary Posts: 3,787 Arc User
    edited May 2009
    nothing compared to my -18% channeling ring that i sold for 1.5bil b:scorn

    absorb %phy damage is godly to heavy class, heck even light classes.
    i highly doubt 1.5b even exists on sanctuary >_>
  • Dystery - Sanctuary
    Dystery - Sanctuary Posts: 52 Arc User
    edited May 2009
    I juste remembered another "valuable" (?) bonus :
    "+ x " attack level... but saw it only on legendary weap. Can such a bonus be found on a basic magic weapon (no TT, nor Legendary ones).

    Does it exist for magic attack level too?
  • Tearvalerin - Sanctuary
    Tearvalerin - Sanctuary Posts: 3,787 Arc User
    edited May 2009
    the only thing theyre found on is warsoul and those supply stash things.