View Full Version : crits vs dps
grish
05-31-2007, 12:20 PM
I have heard quite a bit of difference as far as dressing for crits or dps. I personally went down the str/int lines for crits, wear maestro's flame (offhand) for 2% crit, the necklace from unrest with 2% melee and spell crit, 1% relic hunter and also use crit potions and strive for static plate and league items. The only dps item I have is my FTH boots with 6% boost. I have 1 crit adorn on the neck, and the dps adorn on my bow. So I guess im just curious what other ppl do as fas as their adorns go, or if anyone has done any testing. I am happy with my dps, I am curious though if I should consider swapping the fabled crit on my neck for the legendary dps one. With that I would be nearing 100 dps self buffed.
Jayad
05-31-2007, 02:52 PM
10 dps is better than the crit boost. Unless you are usually in groups that boost your dps above say 140 or so. You also will benefit a lot more by using weapons with his max dmg like GDoH, in terms of auto-attack.
grish
06-01-2007, 02:48 PM
Yeah, Gdoh+Maestro's atm. I know the ins and outs, just was curious as to what actually does more the crits or the dps. Thanks for the input, I may just have to try it. Also, how many of you use the league gear full time, or use the entire set when in EOF raids for the proc?
gundali
06-01-2007, 03:12 PM
<p>I posted something similar a little while ago. </p><p>I know that at a certain point the DPS stat will reach the point of diminishing returns and i'll gain more DPS from crit adorns/items. What i don't know is exactly where that point is either. </p><p>Self Buffed i could reach 103 DPS, through M1 Self buff, Tunare Earing, 2 plus 10DPS Adorns and the Shadowstrider Boots. </p><p>Self Buffed i could reach 25% melee crits, through AA's items like the League Set and some obtainable raid drops.</p><p>With both of these i would be around 550 Strenght. All things equal is it possible to judge which is the most effective?</p>
Glerin
06-01-2007, 03:31 PM
from what i've found the dimmishing return on haste / dps starts at 79 / 80%
Jayad
06-01-2007, 03:51 PM
As Glerin said the dimishing returns starts around 80-90% but it's still pretty good until ~130 modified dps. At that point you are at around 110-115% real dps gain and the remainder (70 dps mod) only gets you 10-15% real dps gain. I think getting to 125 dps is worth more than 1% crit but it depends on what modifiers you have in your regular group setup. Having a dirge with their dps buff up always would put you over, for example.
HellRaiserXX
06-01-2007, 04:51 PM
diminishing returns curve for haste/dps starts at 70%, thats where it breaks even.
Kaediin
06-11-2007, 03:57 AM
<p>Ive been checking my DPS stat a bit more recently during recent raids and was wondering if theer was a hard cap for DPS. Currently self buffed im at 87 dps, and can get that higher with a M1 short tem buff (had a brain fart and forgotten the skill name).</p><p>In my last raid, with coercer buffs I clocked 214 dps, giving an increase in damage of 125%. Now I think ive also had a lower dps stat and still been at 125% increased damaged (i think). Has anyone else looked at this and is it possible to have higher than 125% increased damage? or is the increase capped at 125% reguardless of what you get your DPS stat to?</p>
t0gar
06-11-2007, 04:47 AM
200%(125 actual) is the hard cap on dps. 69% is the point of even returns. Used M1 agi/dps buff + took off dps gear to test this. I'm not sure where you get this 80% from...
Jayad
06-11-2007, 05:58 AM
200 dps mod is the max, which translates to 125% real dps. At around ~145 dps mod you are at around 115% real dps and the remaining 55 or so mod only gets you 10% more dps. Of course 10% more real dps mob is nothing to sneeze at but I'd be looking for something else at that point. 125% is the absolute max because everything modifies the 'base' dps amount, which is hard capped at 200. Anything over 200 does nothing.
vBulletin® v3.7.5, Copyright ©2000-2025, Jelsoft Enterprises Ltd.