View Full Version : Stat Gains Break Down.
DMIstar
06-30-2008, 11:58 PM
<p>Do with it, what you like, Havent Been around much, and Decided not to delve further into it.... </p><p> Heres What I saw With Stat gains at LVL 80 with simple testing... </p><p>Comparison Vs. Guards (Again as in other posts, this is not calling for nerfs but an overview of where SK's are at.)</p><p><img src="http://www.dark-riseing.com/temp/comp.JPG" alt="" width="1199" height="872" border="0" /></p><p> Few things want to say, This is only tested at lvl 80, WIth NO CA or Spell DMG mods alotted.. Wanted to go deeper to look into it, but dont have the time.. IF someone else has better info or more time to actually go through it all. I give ya all the power to it. ITs a mess when looking through this. Especially at different levels.</p><p> Now the big theory on this, is that STA and AGI are the same for SKs and Guards on Point Gain.. I do not know exactly that is true, due to lack of resources, my first concern was the Guards CA's gain vs SK's Spell/CA combo gain, and especially to see what we end up looseing with the lack of INT on gear ... Which actually looks dam well close to be Nearly Half our Output, just on INT stat.. You would also have to factor in DMG .. Vs Delay/recast as well.. Which I had done In a early post... </p><p> IN the end this is just to point out, we gain nothing from the lack of INT on plate gear, and that our DPS is a scattered mess. </p><p> To further show where the numbers Come from on the Spell/CA end, this was what I recorded... Note: as in Cast/recast Post I nulled out HT, due to completly threw off numbers.. IN cast and recast discussion, HT ofcourse inflated us in being further below Gaurds.. As in here it has the retroactive occurance.</p><p> <img src="http://www.dark-riseing.com/temp/skstat.JPG" alt="" width="1199" height="641" border="0" /></p><p> <img src="http://www.dark-riseing.com/temp/Gstat.JPG" alt="" width="1199" height="386" border="0" /></p><p>Again do with it, what you want... </p>
Hugsnkissums
07-01-2008, 02:58 AM
Since SK's are hybrids, this makes sense to me. Guradians have 1 stat that affects how much damage they do so naturally, they get more bang for their buck per point. SKs on the other hand don't dump all their eggs in one basket so we get roughly half as much use per point since we have 2 stats that need our attention. This makes us less susceptible to 1 type of debuff without affecting our damage too much, but as a tradeoff we do less damage as a whole for this flexability. IMO, that's the curse of being a crusader....Pallys feel this stat crunch as well.
DMIstar
07-01-2008, 11:31 AM
<cite>Hugsnkissums wrote:</cite><blockquote>Since SK's are hybrids, this makes sense to me. Guradians have 1 stat that affects how much damage they do so naturally, they get more bang for their buck per point. SKs on the other hand don't dump all their eggs in one basket so we get roughly half as much use per point since we have 2 stats that need our attention. This makes us less susceptible to 1 type of debuff without affecting our damage too much, but as a tradeoff we do less damage as a whole for this flexability. IMO, that's the curse of being a crusader....Pallys feel this stat crunch as well.</blockquote><p>Actually I dont see where or why guards would get more points per stat to begin with. We should be excelling in DPS vs guards, Actually we should be seeing more DPS stat gains vs them as well. Because that is our balance over the other tanks.. </p><p> Guards are better at takeing hits, Hence they Get Balanced Gains with STA and AGI both as a seperate gains to that, and they get 1 DPS stat..</p><p> With SK's We Get two DPS stats INT/STR, which is supposed to act as a DPS booster since we lack the AGI stat in build.. going AGI forfits our DPS ... this is completly well known. THe lack of INT plate is a big problem.. BUt what this shows is hence all we are doing is getting nerfed on DPS per stat point as well.. To be equal to a guard, in turn they have Better Recast/cast timers which gives them the edge on DPSing.. WHile Haveing the EDge on Tanking. </p><p> It makes no sense.... sorry.</p>
Hugsnkissums
07-01-2008, 12:05 PM
<p>agreed, the lack of good armor for SKs DOES hurt us as a whole. Crusader armor choices really aren't that good atm. Either we take gear to be good tanks but are forced to pull out of one of our major DPS stats, or get both good STR and INT, but loose out on mitigation as well as pick up stats that really don't do us much good (I mean right now my SK has a shield that's gives +to heal crits right now). </p><p>I dunno, if SKs even got anywhere near the damage boost guardians did...with as parse crazed as the EQ community is you might acutally get people to play them more simply for the damage they'd do. Should we be pushing more damage then a guardian? I don't think so...I'd settle for to be just as good personally. As things are now, even on my dirge, I cringe when I see an SK as MT in my group knowing I'd much rather have ANY of the other tanks over them. I'm not asking to be dominating, but it'd sure be nice to be on equal grounds IMO. </p>
Margen
07-01-2008, 07:44 PM
<p>Even if we got as good at dps as a guard, lets say in defensive. Then what is the trade off for the Guard, they have better hps, survivial skills, avoidance and better agro tools. That means there is no reason to have a SK as a tank or even as an off tank.</p><p>There has to be some form of trade off or we still are in the same situation, granted equaling guard dps will help a bit in agro, but we still would be behind them in agro due to their skill set vs ours.</p><p>We have to have more dps then a guard or we have to recieve equal survival abilities and agro. This one tank to rule them all garbage is kind of old all ready.</p>
baddog
07-02-2008, 06:59 PM
<cite>disregard , cancelled my accounts . </cite>
rabid.pooh
07-03-2008, 01:29 PM
<cite>Blackoath@Kithicor wrote:</cite><blockquote><p>Even if we got as good at dps as a guard, lets say in defensive. Then what is the trade off for the Guard, they have better hps, survivial skills, avoidance and better agro tools. That means there is no reason to have a SK as a tank or even as an off tank.</p><p>There has to be some form of trade off or we still are in the same situation, granted equaling guard dps will help a bit in agro, but we still would be behind them in agro due to their skill set vs ours.</p><p>We have to have more dps then a guard or we have to recieve equal survival abilities and agro. This one tank to rule them all garbage is kind of old all ready.</p></blockquote><p>Well the real trade of on the guard is a weaker ability to handle multiple mob encounters. So really I find that using a guard as an off tank isn't the best choice, I would rather see a pally, SK or zerker. /poor brawlers</p><p>The unfortunate thing with RoK is almost all the zones have been single target based which really made the guard shine, but now I think the devs are realizing that they designed some other classes and are making new content to include them. I find it way easier to tank RE2 on Toesmash than I do my t8 fabled out guard. I hope they take this idea and expand it to the raid content, Tower of Stone and Block isn't as effective when facing a group of 4 or 5 mobs.</p>
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