View Full Version : Ability Modifier for Rangers?
Kyklopes
09-24-2010, 01:07 AM
<p>I was wondering if the Ability Modifiers I see on equipment have an affect on Rangers, and, if so, what exactly do they affect -- CAs, Poisons, autoattacks, etc.</p><p>I see large values of these on equipment meant for casters (heavy wisdom and intelligence) but lower values on gear with agility. Since intelligence affects our poisons (if that's true still), it seemed like there would be a point where getting gear with intelligence and "+120 Ability Modifier" might be more worthwhile than another piece of gear with agility and "+3% Critical", especially when criticals are over 100 anyway.</p><p>thanks</p>
Gaige
09-24-2010, 02:11 AM
<p>You can have up to 50% of an abilities damage in ability mod. So if an ability does 3000 you can have 1500 ability mod for that ability.</p><p>Intelligence does nothing for rangers.</p>
Chefren
09-24-2010, 03:16 AM
<p>The 3000 base that Gaige is talking about is after Potency has been applied to though, so more Potency also moves the ability mod cap up.</p>
Ranja
09-30-2010, 11:06 AM
<p><cite>Kyklopes wrote:</cite></p><blockquote><p>I was wondering if the Ability Modifiers I see on equipment have an affect on Rangers, and, if so, what exactly do they affect -- CAs, Poisons, autoattacks, etc.</p><p>I see large values of these on equipment meant for casters (heavy wisdom and intelligence) but lower values on gear with agility. Since intelligence affects our poisons (if that's true still), it seemed like there would be a point where getting gear with intelligence and "+120 Ability Modifier" might be more worthwhile than another piece of gear with agility and "+3% Critical", especially when criticals are over 100 anyway.</p><p>thanks</p></blockquote><p>In general, Rangers have the weakest combat arts of all DPS classes so the +ability modifier scales the worst for us. If you are capped on DA, Crit and your crit bonus is 70+, CA mod and potency is probably a good route as long as it is not costing you any DA, Crit or CB.</p>
Kyklopes
09-30-2010, 09:25 PM
<p><cite>Gaige wrote:</cite></p><blockquote><p>You can have up to 50% of an abilities damage in ability mod. So if an ability does 3000 you can have 1500 ability mod for that ability.</p><p>Intelligence does nothing for rangers.</p></blockquote><p>Sorry, I'm back from being away for a great while. I thought Intelligence used to affect how often our poisons would hit (kind of like the old "fizzle" on spellcasting). Is that not true? (I'd say "no longer true," but what do I know...)</p><p>thanks for the help!</p>
Seiffil
10-01-2010, 07:53 AM
<p><cite>Kyklopes wrote:</cite></p><blockquote><p>Sorry, I'm back from being away for a great while. I thought Intelligence used to affect how often our poisons would hit (kind of like the old "fizzle" on spellcasting). Is that not true? (I'd say "no longer true," but what do I know...)</p><p>thanks for the help!</p></blockquote><p>When Sentinel's Fate was released they consolidated stats so that only one stat was used per class in determining the damage. For scouts that stat is agility, and int is completely meaningless. Str is only worthwhile to the point of how much stuff can you carry around, it no longer is used in determining how much damage a scout does.</p>
Kyklopes
10-05-2010, 07:39 PM
<p>Ah, thanks for the info. Simpler I guess.</p>
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