PDA

View Full Version : why is DPS mod not as desirable as MA, CB or Pot?


cawalton
03-31-2011, 04:53 PM
<p>I'm getting confused, I'm seeing people write they don't like the DPS mods because the other ones are so much better, one post stated 20DPS mod = 1 CB and/or 1 Potency.  I don't parse but on the surface the DPS mod seems pretty good to me, so what part don't I understand? thanks </p>

Xillean
03-31-2011, 04:55 PM
<p>Because it is to easy to cap dps mod, most are asking for multi instead which with this expac was uncapped. The cap on dps is still 200 with diminishing returns, multi has no cap that im aware of and with each 100 past the first gians you another strike with your weapon.</p>

Morghus
03-31-2011, 04:55 PM
<p>Dps mod has a cap. Crit bonus and Potency on the other hand do not.</p>

Spite
04-01-2011, 10:22 AM
<p>DPS mod has a cap of 200 which is very easily attainable. The deminished returns for this is fairly harsh as well. You gain 25% actual melee damage from 100-200 DPS mod. These caps were set in RoK if i recall correctly.</p><p>The DPS on my zerker solo was 175+ last time i looked on my zerker.</p><p>Now add in the group/raid DPS buffs (These are approximate and low for Lvl90. I am not accounting for additions via AA either):</p><p>Zerker:</p><p>Destructive Rage 30 (raid)</p><p>War Cry 30 (group)</p><p>Dirge</p><p>Riana's 40 (group)</p><p>Inquisitor:</p><p>Tenacity 40</p><p>Haste is actually in the same situation.</p><p>My monk is 175+ Haste in offensive stance solo.</p>

circusgirl
04-02-2011, 12:34 PM
<p>You forgot the coercer dps buff too.</p>

Cocytus
04-02-2011, 06:07 PM
<p>It's somewhat desirable on a solo level, but due to diminishing returns, becomes less and less useful the higher you get. This does not apply to the other stats.</p><p>Edit - Also, as others above have said, it's relatively easy to get big DPS mod in a group/raid.</p>

Horgana
04-03-2011, 09:00 AM
<p><cite>Morghus wrote:</cite></p><blockquote><p>Dps mod has a cap. Crit bonus and Potency on the other hand do not.</p></blockquote><p>I was under the impression that no spell or ability can crit for more than 2.5 x the damage, so with a base crit bonus of say 120 to 130% on most, does this mean that a crit bonus above say 130% won't increase your dps any more? Or is the 2.5x cap just on mobs outgoing dps?</p>

Timaarit
04-06-2011, 02:19 AM
<p><cite>Horgana@Butcherblock wrote:</cite></p><blockquote><p><cite>Morghus wrote:</cite></p><blockquote><p>Dps mod has a cap. Crit bonus and Potency on the other hand do not.</p></blockquote><p>I was under the impression that no spell or ability can crit for more than 2.5 x the damage, so with a base crit bonus of say 120 to 130% on most, does this mean that a crit bonus above say 130% won't increase your dps any more? Or is the 2.5x cap just on mobs outgoing dps?</p></blockquote><p>As written above, critical bonus and potency are no longer capped. Earlier when they were capped at 100%, you couldn't crit for more than that 2,5 x the damage (150% class specific critical bonus + maximum of 100% obtained bonus). But that was removed quite a while ago.</p><p>The thing is that if you are already at over 100 dps mod, the 20 more from the op's example will give you much less than 20% more autoattack dps depending how close you are to the cap. The 20 multi attack on the other hand has similar diminishing return as it doesnt add 20% of you current MA chance but 20% as a fixed proc percentage:</p><p>When you have 100% starting MA chance, adding 20% to it gives you (1-220/200)x100% = 10% more autoattack DPS.</p><p>With 200% MA, 20% more adds (1-320/300)x100% = 6,67% more.</p><p>And so on.</p><p>So depending on your starting values, DPS mod can be situationally better than the MA. Usually this is the case when soloing since most melee classes will be around 200 to 300 in raid with all the raidbuffs and procs. On a group it depends on the classes you have.</p>