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Ceruline
09-25-2006, 06:04 PM
<div></div><div></div><div></div><div></div><div></div><div></div><div></div><div></div><div></div><div></div><div></div><div></div><div></div><div></div><div></div>While there has lately been an extremely active thread debating exactly how much dps a SK can get, it seems to me that what we're lacking is a good consolidated thread focusing on exactly HOW to maximize dps.So many factors combine to determine our overall output (AA spec, gear/skill quality, gear/skill synergy, group composition, effective skill use) that it can potentially get a little dizzying to really try to get a handle on each individual factor.  Hopefully, this can become a useful resource both for someone relatively new to the class who is attempting to figure out simply how to be effective, and also to someone more experienced who's just trying to squeeze as much dps out of their character as possible.I'd like this thread to become a guide for ways to maximize your dps as a SK.  I do NOT want it to become a discussion on whether or not someone's quoted dps number is legit, so please try to avoid this.The following areas will be updated as discussion on them occurs:A)  Skills (Upgrade Prioritization) <p>Priority 1 - Spells (Anger, Wrath, Coil, Lifetap, Harm Touch), Debuffs (Sacrilege, Agony), Offensive Stance, Death March...<em>must</em> be upgraded ASAP.  With spell crits, those will comprise a lot of your DPS.</p> <p>Priority 2 - AEs (Tap Veins, Death Circle, Unending Misery, Pestilence), Melee Proc Buffs</p> <p>Priority 3 - Combat Arts, Shield Bash, Taunts, everything else</p>(Initial ordering, thanks lamalas)B)  Skills (How to use them most effectively)<ul><li>Make sure that your debuffs are up as near to full time as possible - These include the melee Wisdom debuff line (Agony), the encounter taunt/disease debuff line (Sacrilege), and the encounter physical mitigation debuff line (Despoil).</li><li>Likewise, if you are under strength cap, be sure to remember to hit Siphon Might (Strength self-buff, enemy debuff) when it is up (Even strength capped, it may be worth keeping this up simply for the debuff)</li></ul>C)  AAs (Which ones provide the biggest boost to dps)<ul><li>There is a wide consensus that at the very least 4-4-8 in the Int line is a no-brainer as a SK.  68% spell crit is a HUGE dps booster, and for a total of 16 AA points, is one of the best investments you can make.</li></ul>D)  Gear (What types of bonuses and procs do the most)<ul><li>Proc on hostile cast damage gear is one of the largest dps contributors we can get (Our 68% spell crit applies to procs as well - so we benefit from proc gear to a higher degree than most other classes (Potentially, more than all other classes))</li><li>It's not a specific bonus, but when looking at weapons, all else being equal the one with the LONGER delay will be better for a Shadowknight.  This weapon will lose less damage due to timing issues between auto-attacks and spells/CAs.</li></ul>E)  Suggested Gear list (Let's try to get one optimal loadout that doesn't require any raiding, another that's a realistic raid gear setup, and perhaps a third which is the totally ideal setup)For now, I'm going to list a link to the best suggested item for each slot (Or multiple ones, if "better" is highly subjective).  Post a better item in that category, and I'll replace it.  Posting a (non eq2players) item link would be helpful, but I'll try to dig something up if you don't.If there end up being two "flavors" which require significantly different gear loadouts, I'll split out an additional list later.Best non-raid setup:    Head:    Chest:    Shoulders:    Arms:    Hands: <ul><li>              Gauntlets of Glorious Speed: 10 str, 15 agi, 10 sta, 55 health, 55 power, +402 v. Cold, 22% increased attack speed.</li></ul>    Legs:    Feet:    Neck:    Ear:<ul><li>              Mystical Orb of the Invoker: 20 Int, 15 Health, 65 Power, 10% chance to proc on hostile cast: 320-520ish Fire damage http://eq2.ogaming.com/db/items/MysticalOrboftheInvoker.php (Mystical Orb Collection - These are largely found in Barren Sky)</li></ul>    Ring:<ul><li>             Pristine Imbued Moonstone Ring of Intelligence (Can't find stats at the moment)</li></ul>    Ring:    Bracelet:    Bracelet:    Belt:<ul><li>             Bone Clasped Girdle: 7 Str, 7 Sta, 20 Wis, 20 Int, 7 Agi, 75 Health, 75 Power,  10% chance to proc on hostile spell: 238-397 heat damage, debuff heat and cold mitigation of target by 564. http://eq2.ogaming.com/db/items/BoneClaspedGirdle.php (From Quest: "Draco Mortuus Vos Liberatio" http://eq2.ogaming.com/db/quests/DracoMortuusVosLiberatio.php)</li></ul>    Primary:    Secondary:    Ranged:    Activateable:    Activateable:"Manageable" raid setup:    Head:<ul><li>             Breath of the Destroyer - (Spell Proc Item, Drop off of Tarinax in Deathtoll)</li></ul>     Chest:<ul><li>             Dark Malevolent Breastplate - Relic armor, buffs Drain Vitae</li></ul>     Shoulders:     Arms:     Hands:     Legs:<ul><li>             Dark Malevolent Greaves - Relic armor, buffs Abominable Wrath</li></ul>     Feet:     Neck:<ul><li>             Mark of the Awakened Instinct: 25 Str, 25 Agi, 15 Sta, 100 health, 50 power, +210 v. Cold, Heat, Magic, +2% melee and ranged crit, FT5 http://eq2.ogaming.com/db/items/MarkoftheAwakenedInstinct.php  (From quest "A Mark of Awakening": http://eq2.ogaming.com/db/quests/AMarkofAwakening.php)</li></ul>     Ear:     Ring:<ul><li>             Ring of Supremacy (Spell Proc Item, Drops off of Fitzpitzle in Deathtoll)</li></ul>     Ring:     Bracelet: <ul><li>                Amulet of the Forsworn: 25 Str, 25 Agi, 10 Wis, 10 Int, +639 Divine, Heat, Magic, 23% Haste (Can also fit in Neck slot)  Reward in Deathtoll access quest.</li></ul><ul><li>              Finger Bone Manacles (I can't find stats or a link for this at the moment)</li></ul><ul><li>              Bracelet of Thule (Spell Proc item, Drop from Vilucidae, Priest of Thule) </li></ul> Bracelet:     Belt:     Primary:<ul><li>              Fang of the Brood Watcher (Proc Item, 2 hander, Drops from Vraksakin in Temple of Scale)</li></ul><ul><li>              Shadow Axe 28 Str, 20 Agi, 18 Sta, 87 Health, 98 Power, FT2, 5% proc 191-354 damage, 63-119 healing every 2 seconds.  Drops in halls of Seeing</li></ul>    Secondary:    Ranged:<ul><li>              Fitzpitzle's Misty Protector: 25 Sta, 30 Int, 80 Health, 125 Power, 10% chance of Proc on Cast: 338-1013 Magic damage on target, heal caster for 234-701: http://eq2.ogaming.com/db/items/FitzpitzlesMistyProtector.php (Acquired through Qeynos Claymore questline quest "Beyond Death's Door": http://eq2.ogaming.com/db/quests/BeyondDeathsDoor.php</li></ul>     Activateable:     Activateable: F)  Group Composition Factors (ie. What do we wish the Raid Leader knew before deciding which group to put us in)<ul><li>At a very basic level, being in group with a class that can buff strength and int up to the cap is quite helpful. </li><li>Classes which can add a proc on hostile cast buff (Troubador and Illusionist?) provide a significant increase to our dps.</li></ul><div></div>Please contribute, and try to keep any discussion confined to whether or not specific suggestions are valid.(I'll continue to edit in new information and suggestions as I see them)<p>Message Edited by Ceruline on <span class=date_text>09-27-2006</span> <span class=time_text>06:30 AM</span>

Antryg Mistrose
09-25-2006, 07:22 PM
So you are doing the editing?  Good, here's a mismash off the top of my head:Gear:Gauntlets of Glorious Speed - soso armour rating, but haste (finally ditched my Flowing Black Silk Sash)  (One of the group Mark of Awakening Trials)Pristine (I'me a jeweler I have my standards) Imubed Moonstone Ring of IntelligenceBone Clasped Girdle (T7 Heritage quest - too bad if you aren't a crafter)Mark of Awakened Instinct (Trial of Leadership - yes its a raid, but pretty common for pickups too)Legendary Class Hat - Has a nice DoT, probably something better about, but thats what I've got.I'll add some more when I'm awake enough toremember them.   Imbued Strength ring possibly.  Vague recollection of something called Finger [Removed for Content] Manacles?p.s. I'd like to see spell casting order, being a betrayer, I'm still trying to work that out.  AA is discussed  endlessly elsewhere.  Int 448, is the only thing I've seen agreed.Group:  <ul><li>Illusionist for Synergy and Haste and INT boost</li><li>Inquisitor or Conjuror (on raids) to make sure we get credit for Death March (Inq can also group haste at cost of self stifle)</li><li>Fury (Int buff and casting proc)   (yeah, yeah you won't get both priests unless you are MTing on a PVP server)</li></ul>There is also a sticky at top of the Guardian forum with some gear suggestions - some of which applies to us.<div></div>

Tyrani
09-25-2006, 08:42 PM
<P>I'll throw out some things that help some and seem a general consensus and work for me...</P> <P><STRONG><U>Skills (Upgrade Priority)</U>:</STRONG></P> <P>Priority 1 - Spells (Anger, Wrath, Coil, Lifetap, Harm Touch), Debuffs (Sacrilege, Agony), Offensive Stance, Death March...<EM>must</EM> be upgraded ASAP.  With spell crits, those will comprise a lot of your DPS.</P> <P>Priority 2 - AEs (Tap Veins, Death Circle, Unending Misery, Pestilence), Melee Proc Buffs</P> <P>Priority 3 - Combat Arts, Shield Bash, Taunts, everything else</P> <P><STRONG><U>Skills (How to use them most effectively)</U>:</STRONG></P> <P>- ALWAYS use disease/wisdom debuff before casting ANY disease based Spell/AE/CA....refresh both debuffs as soon as they pop back up</P> <P>- Pause slightly inbetween spell casts/CA usage to allow for melee hits.  I usually do (1) spell or (2) CAs, then pause for melee</P> <P>- Groups of mobs...cast debuffs, death march, spam AEs (leave Unending Misery for last as it's fastest cast)</P> <P>- Groups of mobs #2...depending on how fast the mobs are going down, cast Pestilence at 25-50% mob health.  When the first mob dies, watch which mobs get hit with Pestilence and try to take them down in the order in which Pestilence hits them to maximize the damage</P> <P><STRONG><U>AAs (Which ones provide the biggest boost to dps)</U>:</STRONG></P> <P>- INT 4-4-8 is a no brainer...learn it, love it</P> <P>- There are 2 camps on maximizing dps (aside from spell crits)...first is melee crits/haste, second is STR end ability.  I'm going to work on parses with both (I currently have STR end ability).  I'm theorizing that STR end ability is more useful/helpful with groups of mobs and melee crits is better on single targets...</P> <P><BR><STRONG><U>Gear (What types of bonuses and procs do the most)</U>:</STRONG> <A href="http://eq2players.station.sony.com/en/pplayer.vm?characterId=310178103" target=_blank>My Equipment</A></P> <P>- Any gear that procs on hostile spell cast for damage (Bone Clasped Girdle, Mystic Orb of the Invoker, Finger Bone Mancle, Fitzpitzle's Misty Protector, etc).  This means ANY spell you cast has a chance to proc those effects...with those 4 alone, any spell has a 38% chance to proc something.  This also means that the Caress line (damage shield) has a chance to proc for every time you're hit....and AEs have a chance to proc for each target hit...taunts can proc, mana sieve, siphon strength...you get the idea</P> <P>- Maximize STR/INT as they are the staple stats for SK damage.  WIS should come secondary to add a little bit more to our power pool.</P> <P>- We need a hefty Power pool...we use a ton and can dry up fast.  The manastone, Vessel of Fyr'un, any other clicky to increase our power on a whim.  More power = more casting = more damage.</P> <P><STRONG><U>Suggested Gear list (Let's try to get one optimal loadout that doesn't require any raiding, another that's a realistic raid gear setup, and perhaps a third which is the totally ideal setup):</U></STRONG></P> <P>I sorta covered this above, but here is some additional...</P> <P>- Use a 2h sword with a 3.0s delay at least and a decent damage proc (Rak'leklo is a nice one)</P> <P>- Never tried it really, but 1h and symbol so you can cast Legionnaire's Smite seems to be another favorite</P> <P><STRONG><U>Group Composition Factors (ie. What do we wish the Raid Leader knew before deciding which group to put us in)</U>:</STRONG></P> <P>- Anybody that can buff STR/INT</P> <P>- Anybody that can provide melee/spell proc buffs</P> <P>- Anybody that can provide dps buffs</P> <P>- Dirge, Wizard, Troubador, Inquisitor, Conjuror + SK....?  Maybe an Assassin or Fury....?  Group composition isn't something I'm very strong on.</P> <P> </P> <P>That's about all that I can think of right now....</P><p>Message Edited by lamalas on <span class=date_text>09-25-2006</span> <span class=time_text>12:43 PM</span>

Ceruline
09-25-2006, 08:59 PM
<div><blockquote><hr>Antryg Mistrose wrote:So you are doing the editing?  Good, here's a mismash off the top of my head:Group:  <ul><li>Illusionist for Synergy and Haste and INT boost</li><li>Inquisitor or Conjuror (on raids) to make sure we get credit for Death March (Inq can also group haste at cost of self stifle)</li><li>Fury (Int buff and casting proc)   (yeah, yeah you won't get both priests unless you are MTing on a PVP server)</li></ul><div></div><hr></blockquote>Good info.  Can you clarify what you mean by having an Inquis or Conjuror to make sure we get credit for Death March?  Do those two classes derive more benefit from it than others?</div>

Nicholai24
09-25-2006, 09:24 PM
Both Heretic's Destiny and the Blazing Seed line of spells ensure whoever casts / procs. them = Credited for the kill. <div></div>

Tyrani
09-25-2006, 09:36 PM
<DIV>Proc equipment...best for maximizing DPS (up to 68% chance to proc additional damage on successful spell cast)</DIV> <DIV> </DIV> <DIV>Earring (Non-Raid) : Mystical Orb of the Invoker (Kingdom of Sky Collection Quest)</DIV> <DIV>Waist (Non-Raid) : Bone Clasped Girdle (requires 55-ish Tradeskill level -- Heritage Quest)</DIV> <DIV>Bracelet (Raid) : Finger Bone Manacles (drops from Yitzik the Hurler in Deathtoll)</DIV> <DIV>Ranged (Raid) : Fitzpitzle's Misty Protector (Reward in Claymore Quest line -- requires Deathtoll)</DIV> <DIV>Finger (Raid) : Ring of Supremacy (drops from Fitzpitzle in Deathtoll)</DIV> <DIV>Head (Raid) : Breath of the Destroyer (drops from Tarinax the Destroyer in Deathtoll -- Cloth)</DIV> <DIV>Wrist (Raid) : Bracelet of Thule (drops from Vilucidae the Priest of Thule)</DIV> <DIV>Primary 2h (Raid) : Fang of the Brood Watcher (drops from Vraksakin in Temple of Scale -- Contested -- a bit fast for 2h, but spell proc nonetheless)</DIV> <DIV> </DIV> <DIV>Non-Proc equipment...</DIV> <DIV> </DIV> <DIV>Wrist/Neck (Raid) : Amulet of the Forsworn (Deathtoll Access Quest -- requires killing 4 named dragons -- 23% Haste)</DIV> <DIV>Chest (Easy Raid) : Dark Malevolent Breastplate (Relic -- increases damage of Drain Vitae)</DIV> <DIV>Legs (Easy Raid) : Dark Malevolent Greaves (Relic -- increases damage of Abominable Wrath)</DIV> <DIV> </DIV> <DIV>Added in the relic because they increase the damage of 2 spells...they don't buff INT (bummer), but more damage on the spells gives more damage to crits as well...which equates to more damage.</DIV> <DIV> </DIV> <DIV>Mark of Awakened for SKs is melee crit by 2%....if you're maximizing spell proc gear, may want to swap MoA out for Amulet of the Forsworn for haste on neck item and use both wrist items for spell procs.</DIV> <DIV> </DIV> <DIV>Link to Finger Bone Manacle : <A href="http://eq2.xanadu-community.com/eq2_loot_image.php?img_id=1120" target=_blank>http://eq2.xanadu-community.com/eq2_loot_image.php?img_id=1120</A></DIV><p>Message Edited by lamalas on <span class=date_text>09-25-2006</span> <span class=time_text>02:36 PM</span>

Ceruline
09-25-2006, 09:42 PM
<div></div>Thanks, that makes sense.<div></div>EDIT: Working on adding all of those equipment links...  Thanks all who are posting suggestions there!<p>Message Edited by Ceruline on <span class=date_text>09-25-2006</span> <span class=time_text>10:43 AM</span>

Tyrani
09-25-2006, 10:27 PM
To confirm....our crit chance DOES affect any procs...whether it be from a buff, a hostile spell proc, or on melee attack.

Ceruline
09-25-2006, 11:21 PM
<blockquote><hr>lamalas wrote:<div></div>To confirm....our crit chance DOES affect any procs...whether it be from a buff, a hostile spell proc, or on melee attack.<hr></blockquote>Thanks, was pretty sure, but not 100%.  Will edit main post to reflect.<div></div>

Coica
09-25-2006, 11:38 PM
I understood how front end damage load worked for my 2h wielding champion in DaoC, but I'm not sure I understand why its better to have a slower weapon here? anyone care to elaborate?  if thats the case, then why do we need haste at all? I know thats a simplification , but I just figured a weapon that procs and swings faster is going to proc more than a weapon that swings slower. no ?<div></div>

Ceruline
09-26-2006, 12:40 AM
The % proc rate listed on your weapon is a little deceiving.  That % is the % chance the weapon would proc IF it had a 3.5 second delay.  The real proc rate is adjusted based on the base delay of the weapon.  (Now, getting haste from an item, spell, or AA will cause more procs, I believe)<div></div>

SageGaspar
09-26-2006, 02:40 AM
To elaborate even more, there is one and only one way to get more procs with autoattack -- get more haste. Your number of procs over time rises and falls solely on how much haste you have, with a minimum at 0% haste and a maximum at 100% haste, where you have twice as many over time compared to 0% haste. The one and only exception is that if your weapon's natural delay is higher than the amount needed to guarantee you'll proc every hit, you'll end up with less procs over time. I've never used or seen a weapon like this, except maybe a bow on some procs that have a very high rate.So if I have a weapon with 2.0 delay and a weapon with 6.0 delay and I stand there autoattacking with no haste, I'll get the exact same number of procs over time statistically. If I get 100% haste, I'll get twice as many procs with both weapons over time.There are a few exceptions, procs that have a 100% hit chance. In that case you want the fastest possible weapon equipped, hasted as fast as possible. For a shadow knight I think the only one you'll encounter is a high level temporary dirge buff.Now, why do you want a slow weapon? First so that you can time CAs and spells so you spend less time with an autoattack queued but not firing during an attack. Secondly, because according to conventional wisdom, crit damage will make more difference if you have a higher damage range. At a distant third, you'll take less damage from ripostes and damage shields.<div></div>

Tyrani
09-26-2006, 03:49 AM
So here are the starting numbers for gauging DPS that I've pulled.My equipment: - <a href="http://eq2players.station.sony.com/en/pplayer.vm?characterId=310178103" target="_blank">Tyranire D'Veldrin</a><hr width="90%">AA build is as follows:- STR 4-4-5-4-8- INT 8-8-8<b>Scenario #1</b>:  Gazer Isle -- 6-8 gazers each pull -- 20 Total Fights -- 9/25/06 6:13pm - 9/25/06 7:20pm     <u>Average</u>     Allies: (15:53) 1130683 | 1186.45 [Tyranire-Abominable Wrath-2041]     Tyranire 1121487 | 1176.80     - 4,770 Total Swings / 2,547 Critical Hits (53.3% -- a bit low, but test data was limited and this is counting auto-attacks)     - Most Total Damage : Tap (16% - 193,262)     - Most Critical Hits : 783 (Caress Feedback)     - Spell Procs made up 3.3% of Total Damage     - Max DPS : 1,428.58     - Min DPS : 1,003.29<hr width="90%">If you want to know anything additional about the specific scenarios, let me know and I'll see what I can dig up and I can pull up the logs just about anytime <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /><p>Message Edited by lamalas on <span class=date_text>09-25-2006</span> <span class=time_text>07:51 PM</span><p>Message Edited by lamalas on <span class=date_text>09-25-2006</span> <span class=time_text>11:51 PM</span>

Beldin_
09-26-2006, 04:53 AM
<P>Just to see the difference between AoE fights against single targets :</P> <P>AA Build Int 4-4-8, Str 4-4-4-4-8,Sta 4,5</P> <P>80 encounters on Gazer Isle - Mostly 8 targets at once - Ext DPS 1255 <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></P> <P>19 enconters in bonemire, mostly single targets - Ext DPS 580 :smileyindifferent:</P> <P>Equipment : <A href="http://eq2players.station.sony.com/en/pplayer.vm?characterId=512454301" target=_blank>http://eq2players.station.sony.com/en/pplayer.vm?characterId=512454301</A></P> <P>Btw.: Critchance also works on items that have a damage spell, for example the item from the gnome in Bonemire, don't remember the name at the moment.</P>

Tyrani
09-26-2006, 07:50 AM
<blockquote><hr>Beldin_ wrote:<P>Btw.: Critchance also works on items that have a damage spell, for example the item from the gnome in Bonemire, don't remember the name at the moment.</P><hr></blockquote>Brock's Thermal Shocker?Oh...and what level are your AEs...? The only AE I have that is better than Adept 1 is Tap Veins and that's Adept 3. I'd like to see the difference the spell levels can make.<p>Message Edited by lamalas on <span class=date_text>09-25-2006</span> <span class=time_text>11:53 PM</span>

Nicholai24
09-26-2006, 09:58 AM
34 encounters in the Den:All Master AEs, save Tap Veins / Doom Judgement, all Master CA's.4/4/8 Intel, 4/4/4/4/8 Str, 4/5 StaMaximum DPS was on the Devourer Encounter: 1732.11 DPSEXT DPS on Zone: 971.24<div></div>

Beldin_
09-26-2006, 03:26 PM
<BR> <BLOCKQUOTE> <HR> lamalas wrote:<BR>Brock's Thermal Shocker?<BR><BR>Oh...and what level are your AEs...? The only AE I have that is better than Adept 1 is Tap Veins and that's Adept 3. I'd like to see the difference the spell levels can make. <HR> </BLOCKQUOTE> <P>Yepp .. the Thermal Shocker .. its also critting all the time <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /></P> <P>Most of my spells are Master 1 .. the only i have still as Adept 3 are def-stance, lvl 61-str/sta buff, lvl 70 mti debuff, single-taunt,pariahs brand, mana sieve.</P> <P>Ah .. and i took one AoE as Level 64 Master 2 choice, because at that time it was easier to get the ae-taunt as master 1 at the broker <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /><BR></P> <P>And before we forget another factor .. my INT is around 450 normally.</P>

Ceruline
09-26-2006, 06:36 PM
Crits are indeed more beneficial if the weapon or skill critting has a wide damage range.Take the following two skills:Skill 1:1-999 damage (500 average)Skill 2:500 damage (500 average)Now, a crit will increase the damage of the skill by 30% - but more importantly, the skill will do at minimum its maximum possible non crit damage.Therefore, 68% of the time, the true damage range for Skill 1 is 999-1298 damage.  A roll of 1-768 will become 999 damage, while anything higher than 768 will become that * 1.3.  The average damage of Skill 1 on a crit is then 1033.  (And a weighted average of this and the non crit average is roughly 863)Skill 2, on the other hand, since it has no variability, will always crit for 650.  This results in a weighted average of 602 - SIGNIFICANTLY less than skill 1.It's clear, therefore, that the average damage of the skill is in many ways far less important than the damage spread.For instance, take Skill 3:1-699 damage (350 average)This skill will actually average 603.88 damage.  This is actually HIGHER than skill 2, in spite of the base average damage being 150 points lower.So... Wide damage ranges being good for dps is not only true, but is emphatically true.(Oh, and my formula for working out the average damage on a crit is the following:=((MAX(MaxDam/1.3,MinDam)-MinDam)/MaxDam)*MaxDam+((1-((MAX(MaxDam/1.3,MinDam)-MinDam)/MaxDam)))*(MAX(MaxDam,MinDam*1.3)+MaxDam*1.3)/2)If anyone has a simple formula for this, pleeeeeease tell me.

Beldin_
09-26-2006, 06:55 PM
<DIV><FONT color=#66ff66>Ok, for the critdamage .. found this :</FONT><FONT color=#66ff66></FONT></DIV> <BLOCKQUOTE> <HR> <DIV><FONT color=#66ff66>AUTO-ATTACK AND SPELLS SEEM TO FOLLOW THE MAX DAMAGE +1 to MAX DAMAGE * 1.3 RULE.</FONT></DIV> <DIV><FONT color=#66ff66></FONT> </DIV> <DIV><FONT color=#66ff66>HOWEVER COMBAT ARTS SEEM TO GIVE A STRAIGHT DAMAGE * 1.3 RULE.</FONT><BR> <HR> </DIV></BLOCKQUOTE> <DIV><A href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=combat&message.id=111347" target=_blank>http://eqiiforums.station.sony.com/eq2/board/message?board.id=combat&message.id=111347</A></DIV>

JoarAddam
09-26-2006, 07:19 PM
<DIV> <DIV><FONT face=Arial size=2><SPAN class=906010315-26092006>I wish I could remember where I read this but there was a Dev post about procs.  It explained why a longer delay weapon seemed to proc at a greater percentage than a lower delay weapon.</SPAN></FONT></DIV> <DIV><FONT face=Arial size=2><SPAN class=906010315-26092006></SPAN></FONT> </DIV> <DIV><FONT face=Arial size=2><SPAN class=906010315-26092006>Procs have a refresh timer.  If you proc on a hit, a timer starts that keeps any proc from happening again for a couple seconds (digging deep into the back of my brain here, I think they said 2.5 sec).  This is meant to keep proc chains from happening where you could proc off a proc, or get a proc with every swing by beefing yourself up with 100% worth of proc items (we'd need a list of all proc items to see if that's even possible).  This delay limits your damage, and it's intentional.</SPAN></FONT></DIV> <DIV><FONT face=Arial size=2><SPAN class=906010315-26092006></SPAN></FONT> </DIV> <DIV><FONT face=Arial size=2><SPAN class=906010315-26092006>So if you're autoattacking at .9 sec delay, you'll get the same number of procs OVER TIME that you would get with a 2.5 sec delay. </SPAN></FONT></DIV> <DIV><FONT face=Arial size=2><SPAN class=906010315-26092006></SPAN></FONT> </DIV> <DIV><FONT face=Arial size=2><SPAN class=906010315-26092006>And unfortunately, haste items don't stack...  GOGS are nice for haste, sure, but they are definitely replaceable, especially if you do deathtoll access.  In haste stacking You get one haste spell, one haste item, and achievement haste</SPAN></FONT></DIV></DIV>

Tyrani
09-26-2006, 07:53 PM
<BR> <BLOCKQUOTE> <HR> JoarAddam wrote:<BR> <DIV> <DIV><FONT face=Arial size=2><SPAN class=906010315-26092006>I wish I could remember where I read this but there was a Dev post about procs.  It explained why a longer delay weapon seemed to proc at a greater percentage than a lower delay weapon.</SPAN></FONT></DIV> <DIV><FONT face=Arial size=2><SPAN class=906010315-26092006></SPAN></FONT> </DIV> <DIV><FONT face=Arial size=2><SPAN class=906010315-26092006>Procs have a refresh timer.  If you proc on a hit, a timer starts that keeps any proc from happening again for a couple seconds (digging deep into the back of my brain here, I think they said 2.5 sec).  This is meant to keep proc chains from happening where you could proc off a proc, or get a proc with every swing by beefing yourself up with 100% worth of proc items (we'd need a list of all proc items to see if that's even possible).  This delay limits your damage, and it's intentional.</SPAN></FONT></DIV> <DIV><FONT face=Arial size=2><SPAN class=906010315-26092006></SPAN></FONT> </DIV> <DIV><FONT face=Arial size=2><SPAN class=906010315-26092006>So if you're autoattacking at .9 sec delay, you'll get the same number of procs OVER TIME that you would get with a 2.5 sec delay. </SPAN></FONT></DIV> <DIV><FONT face=Arial size=2><SPAN class=906010315-26092006></SPAN></FONT> </DIV> <DIV><FONT face=Arial size=2><SPAN class=906010315-26092006>And unfortunately, haste items don't stack...  GOGS are nice for haste, sure, but they are definitely replaceable, especially if you do deathtoll access.  In haste stacking You get one haste spell, one haste item, and achievement haste</SPAN></FONT></DIV></DIV><BR> <HR> </BLOCKQUOTE> <P><BR>If you're referring to spell proc gear (as opposed to melee proc gear/buffs) I posted a list of everything I could find...and it adds up to 68% to proc on hostile spell cast.</P> <P>For delay on weapons...I know which post you're talking about, I'll have to see if I can dig it up...</P>

Ceruline
09-26-2006, 10:55 PM
Updated original post with more of the items that have been mentioned.  No stats or links yet for this batch - I'll fix that later.<div></div>

Xanoth
09-27-2006, 03:51 PM
think one of the best weapons for a SK is the Shadow Axe, good damage rating, with a really nice magic proc. i zone parsed about 860 DPS with it in deathtoll a few days back, which isn't bad with a 1h weapon.

SageGaspar
09-27-2006, 04:22 PM
In your response to F about the hostile proc stuff: you want your wizards to have a troub for deaggro. The upper cap for wizard DPS is generally your tank's aggro, so the wizard probably gets more extra DPS off the deaggro than either of you get off the spell procs. Plus they get the spell procs anyway.<div></div>

Ceruline
09-27-2006, 05:29 PM
Thanks for the further information.I think for now I'm going to get rid of the "Best" raid gear section - can fill that up later after there are a good number of items listed for each slot.The area that could use significantly more input is group composition.  Any suggestions for what an ideal group composition would be for SK dps?<div></div>