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View Full Version : Potency cap change and adornments


Bremer
05-06-2010, 07:46 AM
<p>With the current mechanics on Live servers, when you cap potency (and mod), there is nothing else to go for than crit bonus. With the change on test, that removed the potency cap, there is no reason to go for crit bonus, when you can get potency as well.</p><p>Many people who capped potency bought crit bonus adornments. And these are now pretty worthless, because you can get potency adornments for the very same slots.</p><p>Let's say I have 100 % potency, 100 % crit bonus. My spell does 500 damage. With potency 1000. Crit average bonus between 1 and 100 % is 50 %. So the average crit will be 1500 = 500*2*1.5</p><p>+2 potency:</p><p>Damage goes from 1500 to 1515 = 500*(0.02+2.00)*1.5)</p><p>+2 crit bonus</p><p>New max crit is 102% , so average crit is 51 %. Damage goes from 1500 to 1510 = 500*2*1.51)</p><p>So in this example the potency adornment gives a 50 % bigger benefit than the crit bonus adornment.</p><p>To compensate one of the following should happen</p><ul><li>crit bonus adornments are all replaced by potency adornments</li><li>crit bonus adornments are removed and return the components to the owner, so he can decide to get a potency adornment or a crit bonus adornment again (melees get an autoattack boost from crit bonus, that somewhat compensates the loss compared to potency)</li><li>the crit bonus adorment gets a bump</li></ul>

Jaremai
05-06-2010, 07:54 AM
<p><cite>Bremer wrote:</cite></p><blockquote><p>+2 potency:</p><p>Damage goes from 1500 to 1530 = 500*1.02*2*1.5)</p></blockquote><p>Assuming +2 potency takes your 100% to 102% then I believe your math is flawed.</p><p>(500 + (500 * 1.02)) * 1.5 = 1515, not 1530</p>

Antas22
05-06-2010, 08:04 AM
<p>Your reasoning, your math, and your grasp of mechanics are all terribly wrong. That is all.</p>

ashen1973
05-06-2010, 08:07 AM
<p>Please correct me if i'm wrong, but, this is how I though cirt bonus worked</p><p>(for the sake of example, and seeing how 100% crit rates are very easy to achieve, i'll assume 100% crit rate)</p><p>If your base crit is 1.3, you will do 130% of the max damage of your spell. (so, if a spell does 1000 max damage, it will do 1300)</p><p>Potency adds to the damage and is added before the crit is calculated.</p><p>So, if you had 10% potency, the max damage of same spell would become 1100. </p><p>A crit would then do 1100 *1.3 = 1430.</p><p>Crit bonus is a % added to your crit damage. </p><p>So, if your base was 1.3 and you had 10% crit bonus, then your crit damage becomes 1.4, so a spell would do 140% of max damage.</p><p>so, with no potency and 10% crit bonus, that 1000 max damage spell would now do 1400 damage.</p><p>so, both 10% potency and 10% crit bonus (taken seperatly) would add the same 100 (or 10%) damage.</p><p>if you had both 10% potency and 10% crit bonus you would do (max dmg *1.1) * 1.4</p><p>so the 1000 max damage spell would become 1540</p><p>Also, as potency only adds to abilities and crit bonus adds to auto-attack, this has to be taken into account when comparing stats.</p><p>again, this is my understanding from reading various dev posts, If im wrong I would greatly appreciate the correct information</p>

Antas22
05-06-2010, 08:19 AM
<p><cite>Kalyyn@Splitpaw wrote:</cite></p><blockquote><p>Please correct me if i'm wrong, but, this is how I though cirt bonus worked</p><p>(for the sake of example, and seeing how 100% crit rates are very easy to achieve, i'll assume 100% crit rate)</p><p>If your base crit is 1.3, you will do 130% of the max damage of your spell. (so, if a spell does 1000 max damage, it will do 1300)</p><p>Potency adds to the damage and is added before the crit is calculated.</p><p>So, if you had 10% potency, the max damage of same spell would become 1100. </p><p>A crit would then do 1100 *1.3 = 1430.</p><p>Crit bonus is a % added to your crit damage. </p><p>So, if your base was 1.3 and you had 10% crit bonus, then your crit damage becomes 1.4, so a spell would do 140% of max damage.</p><p>so, with no potency and 10% crit bonus, that 1000 max damage spell would now do 1400 damage.</p><p>so, both 10% potency and 10% crit bonus (taken seperatly) would add the same 100 (or 10%) damage.</p><p>if you had both 10% potency and 10% crit bonus you would do (max dmg *1.1) * 1.4</p><p>so the 1000 max damage spell would become 1540</p><p>Also, as potency only adds to abilities and crit bonus adds to auto-attack, this has to be taken into account when comparing stats.</p><p>again, this is my understanding from reading various dev posts, If im wrong I would greatly appreciate the correct information</p></blockquote><p>Correct. There are two other mitigating factors in determining the Crit Bonus vs Potency value however.</p><p>Classes with wide ability ranges (IE, 1500 - 7000 damage) will gain more from Potency than Crit Bonus, due to the <Max Damage + 1> factor that would, in effect, negate the bonus on a low crit, whereas potency would be applied at a flat rate regaurdless. For classes with more narrow ranges (IE, 4000-4600), this is basically a non issue, because even a low crit is going to be more than <Max + 1>, so the full crit bonus will be seen.</p><p>Then there are profession buffs that add procs. Every time the Chanter in your group uses PoM, or your Bard uses Victorious Concerto, CoB / PoTM, every proc of Instinct, Stampede, Fanatical Devotion, etc etc etc can crit, and thus can benefit from your Crit Bonus. None of these, however, will be affected by the potency of anybody except the caster.</p><p>And to say the gains from Crit Bonus on autoattacks and/or said procs is minimal is pure ignorance. OP, don't go issuing ultimatums until you grasp the subject about which you are arguing.</p>

ashen1973
05-06-2010, 08:27 AM
<p><cite>Kalandre@Oasis wrote:</cite></p><blockquote><p><cite>Kalyyn@Splitpaw wrote:</cite></p><blockquote><p>Please correct me if i'm wrong, but, this is how I though cirt bonus worked</p><p>(for the sake of example, and seeing how 100% crit rates are very easy to achieve, i'll assume 100% crit rate)</p><p>If your base crit is 1.3, you will do 130% of the max damage of your spell. (so, if a spell does 1000 max damage, it will do 1300)</p><p>Potency adds to the damage and is added before the crit is calculated.</p><p>So, if you had 10% potency, the max damage of same spell would become 1100. </p><p>A crit would then do 1100 *1.3 = 1430.</p><p>Crit bonus is a % added to your crit damage. </p><p>So, if your base was 1.3 and you had 10% crit bonus, then your crit damage becomes 1.4, so a spell would do 140% of max damage.</p><p>so, with no potency and 10% crit bonus, that 1000 max damage spell would now do 1400 damage.</p><p>so, both 10% potency and 10% crit bonus (taken seperatly) would add the same 100 (or 10%) damage.</p><p>if you had both 10% potency and 10% crit bonus you would do (max dmg *1.1) * 1.4</p><p>so the 1000 max damage spell would become 1540</p><p>Also, as potency only adds to abilities and crit bonus adds to auto-attack, this has to be taken into account when comparing stats.</p><p>again, this is my understanding from reading various dev posts, If im wrong I would greatly appreciate the correct information</p></blockquote><p>Correct. There are two other mitigating factors in determining the Crit Bonus vs Potency value however.</p><p>Classes with wide ability ranges (IE, 1500 - 7000 damage) will gain more from Potency than Crit Bonus, due to the factor that would, in effect, negate the bonus on a low crit, whereas potency would be applied at a flat rate regaurdless. For classes with more narrow ranges (IE, 4000-4600), this is basically a non issue, because even a low crit is going to be more than , so the full crit bonus will be seen.</p><p>Then there are profession buffs that add procs. Every time the Chanter in your group uses PoM, or your Bard uses Victorious Concerto, CoB / PoTM, every proc of Instinct, Stampede, Fanatical Devotion, etc etc etc can crit, and thus can benefit from your Crit Bonus. None of these, however, will be affected by the potency of anybody except the caster.</p><p>And to say the gains from Crit Bonus on autoattacks and/or said procs is minimal is pure ignorance. OP, don't go issuing ultimatums until you grasp the subject about which you are arguing.</p></blockquote><p>Thanks for this.</p><p>I know that , under the old system a crit hit would be between max damage+1 and max damage *1.3. But, i thought I read that its now a straight number (so at 1.3 a crit will always be max damage * 1.3)  did i misread (or completely dream<img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /> ) this?</p>

Antas22
05-06-2010, 08:55 AM
<p>Max damge + 1 is still alive and well. Equip a weapon with a wide range and autoattack a training dummy, and you'll see it at work.</p><p>Although, that got me dreaming about how great it would be if it wasn't. All my autoattacks hitting for 12k+ in raids would be sweet <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" /></p>

Bremer
05-06-2010, 09:10 AM
<p><cite>Jaremai@Guk wrote:</cite></p><blockquote><p><cite>Bremer wrote:</cite></p><blockquote><p>+2 potency:</p><p>Damage goes from 1500 to 1530 = 500*1.02*2*1.5)</p></blockquote><p>Assuming +2 potency takes your 100% to 102% then I believe your math is flawed.</p><p>(500 + (500 * 1.02)) * 1.5 = 1515, not 1530</p></blockquote><p>You are right, it should be 1515 = 500*1.5*2.02, not 500*1.5 *1.02*2.</p><p>This still means a 50 % bigger gain from potency than from crit.</p>