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View Full Version : Am I missing something obvious? (Potency vs Crit Bonus)


Detor
03-12-2010, 11:33 PM
<p>The way I understand it is:</p><p>1,000dmg spell + 2% potency would result in 1020dmg.  Then if it criticals x 1.5 it'll do 1530dmg.</p><p>1,000dmg spell + 2% crit bonus would result in 1000dmg. If it criticals x 1.52 (crit bonus is added, not multiplied vs the base crit right?) it'll do 1520dmg.</p><p>No matter the percentage it seems potency is better than crit bonus.  Since potency isn't capped, why would anyone pick Ethereal Adornment of Increased Criticals over Ethereal Adornment of Raw Power?  They're the same percentage, same slots, but it seems potency would always be better?  The same follows for any items - always pick the one with higher potency if two items are similar in other stats but one is potency and one is crit bonus, if I'm correct in this math.</p>

Gaige
03-12-2010, 11:44 PM
<p>Bonus doesn't cap either and it affects auto attack.</p>

biig
03-13-2010, 01:52 AM
<p>Potency caps... Crit bonus doesnt....</p>

parago
03-13-2010, 09:02 AM
<p>Potency caps where? At 100%?</p>

Detor
03-13-2010, 09:44 AM
<p><cite>parago wrote:</cite></p><blockquote><p>Potency caps where? At 100%?</p></blockquote><p>Potency doesn't cap anymore.  A dev specifically said that in a recent thread (past few weeks) that was a big 'explanation of new mechanics' post.</p>

Darkor
03-13-2010, 09:51 AM
<p><cite>Detor wrote:</cite></p><blockquote><p><cite>parago wrote:</cite></p><blockquote><p>Potency caps where? At 100%?</p></blockquote><p>Potency doesn't cap anymore.  A dev specifically said that in a recent thread (past few weeks) that was a big 'explanation of new mechanics' post.</p></blockquote><p>Im not sure if it caps or not but crit bonus affects auto attacks. Potency does not <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></p>

Detor
03-13-2010, 10:33 AM
<p><cite>Ajjantis wrote:</cite></p><blockquote><p><cite>Detor wrote:</cite></p><blockquote><p><cite>parago wrote:</cite></p><blockquote><p>Potency caps where? At 100%?</p></blockquote><p>Potency doesn't cap anymore.  A dev specifically said that in a recent thread (past few weeks) that was a big 'explanation of new mechanics' post.</p></blockquote><p>Im not sure if it caps or not but crit bonus affects auto attacks. Potency does not <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" /></p></blockquote><p>Yeah, so I guess if you're a melee class go for crit bonus, if you're a mage or healer go for potency.</p>

Dishlaw2003
03-13-2010, 12:01 PM
<p>From Timetravelling's expansion stat explanation last edited 3/1/10 (thus it may have been changed since, just didn't see it - though according to his post history he hasn't posted there since)</p><div>What is the cap on Potency?</div><div><ul><li>100% currently</li></ul></div>

Xalmat
03-13-2010, 02:59 PM
<p>Potency (Base) caps at 100%. Other abilities that add base to a spell sometimes counts towards the potency cap. Potency also only affects spells and CAs.</p><p>Crit Bonus does not cap, and affects everything.</p>

Nevao
03-13-2010, 06:31 PM
<p><cite>Detor wrote:</cite></p><blockquote><p>The way I understand it is:</p><p>1,000dmg spell + 2% potency would result in 1020dmg.  Then if it criticals x 1.5 it'll do 1530dmg.</p><p>1,000dmg spell + 2% crit bonus would result in 1000dmg. If it criticals x 1.52 (crit bonus is added, not multiplied vs the base crit right?) it'll do 1520dmg.</p><p>No matter the percentage it seems potency is better than crit bonus.  Since potency isn't capped, why would anyone pick Ethereal Adornment of Increased Criticals over Ethereal Adornment of Raw Power?  They're the same percentage, same slots, but it seems potency would always be better?  The same follows for any items - always pick the one with higher potency if two items are similar in other stats but one is potency and one is crit bonus, if I'm correct in this math.</p></blockquote><p><span style="color: #ff9900;">Crit Bonus is definitely better. Potency = base damage increase, so certain spells may be capped well below a potency of 100 due to AAs or Set affects. Potency also only affects base damage. Crit Bonus however is the last thing applied and is uncapped so you can get a greater increase.</span></p><p><span style="color: #ff9900;">Realistically you want both, but in the end Crit Bonus is going to do more for you, especially if you play a scout, fighter or melee priest (as it affects auto attack as well).</span></p>

jchan19
03-17-2010, 12:24 AM
Damage and heal are calculated in this order - Base -> potency -> ability mod -> crit bonus (note: some factors, e.g. attribute modifier, are ignored on purpose) That means ability mod is boosted by crit bonus but not potency. By my calculation, if you have 100% crit chance, 1% crit bonus almost give you the same benefit as 1% potency. The difference is less than 0.5%. I believe someone has mentioned this in another thread already. In order to make the best out of potency and crit bonus, you want to maintain - potency % = crit bonus % + 30%

Xalmat
03-17-2010, 01:01 AM
<p>The cap for ability mod is factored in after determining base damage. It is (generally) equal to 1/2 the spell's base damage. IE:</p><p>A spell does 1000 base damage with 0% potency. The ability mod cap is 500.</p><p>With 10% potency, the spell does 1100 base damage. The ability mod cap is also boosted by 10%, or 550.</p><p>You increase your INT and it raises the spell base damage to 1200 (still with 10% potency). The ability mod cap is also boosted, to 600.</p>