View Full Version : Adornment selection
Keleran
04-23-2008, 01:53 PM
Last night I picked up a new neck piece, and was perusing a bit before selecting an adornment. The options are:12 DPS3 Haste1 CritIf you consider the scenario on a raid where none of these may be capped out, which is the better selection? The posts I read seem to be leaning towards the 12 DPS, which doesn't seem to be the best option to me (I'm leaning towards the 1 Crit). Thoughts?
Fatuus
04-23-2008, 03:43 PM
For brigands its DPS mod hands down
Keleran
04-23-2008, 04:21 PM
Ok.. why?
Fatuus
04-23-2008, 04:38 PM
<p>A lot of the why depends on how well you are geared to be honest.</p><p>The short answer is that if you have really nice weapons with a large damage spread, every point of melee crit will probably increase your overall zw dps by about .5% to .6% per melee crit.</p><p>A 12 DPS mod (depending on the scale, but for simplicity purposes lets assume it gives a real dps increase of 10%) only affects autoattacks. Assuming that (minus haste and dps buffs you do 15% of your zw dps via melee (aka autoattack). If you did 2 million zw, your autoattack did 300,000 damage. Now .6% of 2000000 is 12000 damage. 300000 + 10% = 30000 damage. Does that make more sense to you?</p>
TheSpin
04-23-2008, 04:38 PM
<p>12 DPS is huge compared to 1 crit and 3 haste. Brigands do a lot of damage with auto attack and dps is the hardest stat to raise on your own buffs.</p><p>My level 80 brig is moderately raid geared in kunark and I have about 15% double attack 50% crit, +30 haste and like 2 dps. (of course I have some procs and other items to increase those numbers temporarily)</p><p>Also, crits either crit or they do not crit...dps mod increases higher and higher the more you have. And while haste increases your damage more than dps (Point for point) 3 versus 12 definately weighs in favor of the dps...and dps is generally harder to come by for raiding.</p>
Keleran
04-23-2008, 05:31 PM
Thanks Fatuus, just one clarification.Exactly where is that 12 dps added in? Is that +12 damage on each melee hit? Or calculated for my weapon/haste to come out to 12 dps and applied to my hit? For instance.. say I do 1000 dps, with 20% of that being melee. 200 dps from melee hits. Say I connect once every 4 seconds for 800 damage then. If I add in this 12 dps mod, am I hitting once every 4 seconds for 812, or am I hitting for 848? 12/4000 (4 seconds total combat) gives me 0.3%, 48/4000 = 1.2%. If we say that 1% crit comes in at around 0.6% dps (I'm fairly well geared) then you can see the dilemma.
TheSpin
04-23-2008, 05:52 PM
<cite>Treylen@Unrest wrote:</cite><blockquote>Thanks Fatuus, just one clarification.Exactly where is that 12 dps added in? Is that +12 damage on each melee hit? Or calculated for my weapon/haste to come out to 12 dps and applied to my hit? For instance.. say I do 1000 dps, with 20% of that being melee. 200 dps from melee hits. Say I connect once every 4 seconds for 800 damage then. If I add in this 12 dps mod, am I hitting once every 4 seconds for 812, or am I hitting for 848? 12/4000 (4 seconds total combat) gives me 0.3%, 48/4000 = 1.2%. If we say that 1% crit comes in at around 0.6% dps (I'm fairly well geared) then you can see the dilemma.</blockquote>DPS is a percent increase on your auto attack damage. It's on a diminishing returns scale and I believe 200 is the cap on the stat, but the curve makes that 200 give an actual 125% increase on auto attack damage.
Keleran
04-23-2008, 11:36 PM
Ahh, gotcha. I was under the impression it wasn't a percentage. So, 12% of 200 is 24. Over 4 seconds, that's 96 damage, 96/4000 is 2.4%.Looks like an easy choice now, thanks everyone.
Fatuus
04-24-2008, 09:56 AM
<cite>Treylen@Unrest wrote:</cite><blockquote>Ahh, gotcha. I was under the impression it wasn't a percentage. So, 12% of 200 is 24. Over 4 seconds, that's 96 damage, 96/4000 is 2.4%.Looks like an easy choice now, thanks everyone.</blockquote><p>No this is wrong. The dps mod and how it affects you is based off of how much you have.</p><p>For example:</p><p>At 12 DPS mod, it gives you an actual dps % gain of 15%</p><p>At like 24 DPS mod it gives you an actual dps % gain of 26%</p><p>At like 70 DPS mod it gives about 71% dps gain</p><p>At around 90 is when it starts to curve the other way</p><p>At 100 DPS mod it gives you a real boost of like 95%</p><p>At like 140 it gives a real boost of like 115%</p><p>At 200 DPS mod it gives a boost of 125%</p><p>Now with what you said...</p><p>DPS mod ONLY affects your autoattack melee and ranged hits. So if you had no DPS mod and you did 400 to 1100 dps with your melee weapon, a real 10% dps mod increase is 440 to 1210.</p><p>The average median hit non-crit hit would be 750 for the no dps mod and 825 for the second dps mod version.</p><p>If you are using a 4 second delay weapon with no haste (in DW configuration), your actual delay is 5.3 I believe. This means that your weapon (autoattack) will hit 11.25X a min. Now assuming you are using 2 weapons and they are exactly the same....that is 22.5X a min your weapons will hit. If we assuming that they do not crit during this minute time period you will do an additional 1688 damage in that minute time period or a DPS increase of just over 28 damage per second. </p><p>Now melee crits get a little more complicated. Melee crits are max damage +1 for autoattack to max damage +30% for autoattack/ranged and a straight +30% for CA damage. So if you do the math on the weapon I said (400 to 1100) its average hit is 750 when it doesn't crit and 1265 when it does crit is (on average) a 70% boost on your autoattack when it crits (the amount your melee crit affects you is dependent highly on the weapon damage spread and max damage potential of the weapon). So 1 point of melee crit is a DPS increase of .7% for autoattack on average (in this example) and .3% increase for your combat art damage. If we assume that 25% of your overall damage comes from autoattack and 75% comes from Combat art damage with this setup every melee crit will increase your overall dps by .4%.</p><p>Now Assume that 20% of your dps from autoattacks that you do (melee crits can factor into this) comes from autoattack minus DPS and attackspeed buffs. If you increased your real DPS % by 10%...that is an overall dps increase of 2%.</p><p>Thats why its a no brainer. Where it starts to hurt you generally is when you get to over 100 DPS mod and your real gain for +12 DPS is less then 5% dps gain per 12 points in DPS. That is why I said its important to factor in scaling. How could you get this setup? Well if you are in a coercer group with a dirge, those two alone can buff your DPS by over 130 DPS mod (60 for dirge if speced and mastered right and 74 for coercer). Since you can have +12 DPS mod on your ranged and neck from adornments thats an easy +160 dps. If you have a fury in your group you could also reach 220 DPS. To repeat, a lot of this is all about gear balancing and knowing what gear to wear...and when...to maximize your dps potential. With a group setup including an inquistor, dirge, and coercer (or you have dirges in the raid with their mythical) you could easily hit over 170 haste and 170 dps mod if decently geared and adorned.</p>
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