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Unread 03-22-2006, 10:27 PM   #1
Dimgl

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Join Date: Oct 2005
Location: Atlanta, GA
Posts: 381
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Foreword: Hello, this FAQ began as I compiled notes for myself on the Achievement system. This is not an FAQ on how the achievement system works entirely, there are already plenty of guides out there if you are trying to figure out how to get Achievement points, or how the overall system works. What this guide instead aims to accomplish is to offer -accurate- information on the lines, then numerically compare the different lines, and help others arrive at an achievement plan they are satisfied with. If you find this FAQ useful please ask for the thread to be stickied, thanks.

This FAQ is built on theory and personal experience, the information is correct to the best of my knowledge. The amount to which each ability has been tested is listed above it in parentheses. If you have tested an ability to a higher level than I have please post information regarding the higher levels of the skill.

If you see any errors in this FAQ let me know, and I'll fix it.

The Basis of Warrior Achievements:

Each warrior achievement line follows a fairly simple progression. Statistic Bonus -> Limited Combat Art -> Offensive Bonus -> Defensive Bonus -> "Ultimate"

The lines are balanced on a fairly simple premise, and one that certainly crossed the developer's minds in their construction: Each path should offer similar, yet different returns to the warrior.

Tier 1: Statistic BonusThe warrior receives a bonus to statistics, weighted based on how much those statistics effect the warrior. STR, AGI, and STA being our primary statistics are given less easily than WIS or INT, in order to smooth the difference between the statistics.

Tier 2: Limited Combat ArtThe warrior is given combat arts which require specific armaments to perform. This is a cross between flavor and utility. Each combat art offers different benefits to the warrior, and requires specific tradeoffs.

Tier 3: Offensive BonusThe warrior is given options to increase their damage. Almost all of these options are intended to increase total DPS evenly. This will be explained in an appendix.

Tier 4: Defensive BonusAll of the defensive options are oriented towards a generally equal equal boost to defense, pre EOF they all resulted in a 4.5-6% net boost in defensive potential. In EOF this however has changed somewhat, it is now more based on the relative defense you had prior to speccing the points.

Tier 5: "Ultimate"Varies, read below.

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Tier 0: OpenerName: Bind WoundMechanic: Combat Art like ability (4.0 second cast, 0.5 second recovery, 2 minute recast, only useable out of combat)Limitation: Level 20, 1 Achievement PointEffect (Initial): Restores 25% of the Warrior's health, and places the effect Bind Wound on the warrior for 3 minutes. When a warrior strikes a successful melee attack under Bind Wound, Bind Wound is removed, and the Invigorated effect is placed on the warrior. Invigorated lasts 20 seconds, and causes combat arts to deal an additional 10% damage.Art: Yellow pyramid with runes appears overhead while performing this ability.Comments: This is arguably one of the best single point opening abilities out there. Amazing for the solo warrior, or the party warrior, the HP heal can be cast while moving, useful for for fleeing from enemies (after calling for help if necessary), reducing downtime, used before you use longer cooldown high damage combat arts you can increase their effect by 10%, or you can use it before a tough fight just to add some additional damage.Relevant Calculations/Analysis: None.

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Strength Line: ExecutionerThe Strength line finds its inspiration in the Executioner, bringers of death who viciously strike the vital points of their enemies, bringing them swift and complete death. Icons of fear and resentment, Executioners are fearsome opponents who capture the attention of their opponents with their intimidating presence and hold it as their opponents struggle to protect themselves from the mortal blows of the Executioner's heavy axe. Executioners are highly volatile, having what may at first appear to be a wild fighting style, however their dynamic fighting often allows them set their opponent up for the ultimate 'coup de grace.' The Executioner may be seen as an agent of death, for even when it seems death will surely come for the Executioner, it appears death will often side with the Executioner instead, guiding the blade of the Executioner to quickly end the life of others, so that the Executioner may fight another day.Comments: The Executioner line is built on the premise of high burst damage that in some cases is beyond the control of the Executioner. With a "set-up" technique, improved critical rate, and hate generation an Executioner is capable of putting their power and combat arts to use more efficiently and effectively than any other line. Executioners will find themselves relying on technique and efficiency in their killing.

(Level 4 tested)Tier 1: Statistic BonusName: Executioner's StrengthMechanic: Silent (No-icon) stat buffLimitation: Bind Wound (Level 1)Effect (Initial): +4.0 STREffect (Further): +4.0 STREffect (Level 4): +16.0 STREffect (Level SMILEY: +32.0 STRArt: Unknown or NoneComments: The opening to the Executioner line is a flat bonus to strength, improving the overall damage capabilities and power pool of the Executioner. This is fitting, as the Executioner is likely to be more reliant on combat arts to fight. STR also improves ATK rating, improving general acccuracy.Relevant Calculations/Analysis: None.

(Level 4 tested)Tier 2: Limited Combat ArtName: Executioner's WrathMechanic: Combat Art (0.5 second cast, 0.5 second recovery, 30.0 second recast)Limitation: Axe or Great Axe equipped in Primary, Executioner's Strength (Level 4)Effect (Initial): Direct Damage combat art that applies buff Executioner's Wrath on completion. Executioner's Wrath improves crit chance on next melee attack by 59%.Effect (Further): Additional damage and crit chance (+~4%) until level 4, +10% on level 5, unknown further. (NON-LINEAR)Effect (Level 4): Direct Damage combat art that applies buff Executioner's Wrath on completion. Executioner's Wrath improves crit chance on next melee attack by 70%.Effect (Level SMILEY: Direct Damage combat art that applies buff Executioner's Wrath on completion. Executioner's Wrath improves crit chance on next melee attack by ??%.Art: Overhead cleave with flame particles on the weapon.Comments: This is the Executioner's 'set-up' technique. If planned carefully and timed well, Executioner's Wrath can be used with a devastating combat art (such as an aoe) to dramatic effect. You must be very careful with this technique, as the Executioner's Wrath buff can be consumed on auto attacks, making technique and timing absolutely vital to this ability.Relevant Calculations/Analysis: None.

(Level 1 tested)Tier 3: Offensive BonusName: Weapon ExpertiseMechanic: Silent (No-icon) stat buffLimitation: Executioner's Wrath (Level 4)Effect (Initial): +2.8% chance to critically hit.Effect (Further): +2.8% chance to critically hit.Effect (Level 4): +11.2% chance to critically hit.Effect (Level SMILEY: +22.4% chance to critically hit.Art: Red Pyramid with runes appears overhead when points are spent in this skill.Comments: Weapon Expertise grants the Executioner improved chances to critically hit their opponent. This is the only offensive bonus which has an effect on both auto-attack and combat arts, making it a powerful option for those interested in doing DPS.Relevant Calculations/Analysis: DPS Analysis.

(Completely untested)Tier 4: Defensive BonusName: Executioner's AngerMechanic: Silent (No-icon) mechanic multiplierLimitation: Weapon Expertise (Level 4)Effect (Initial): +1.3% (1.25%) additional hate(threat) is generated by the Executioner's actions.Effect (Further): +1.25% additional hate(threat) is generated by the Executioner's actions.Effect (Level 4): +5.0% additional hate(threat) is generated by the Executioner's actionsEffect (Level SMILEY: +10.0 additional hate(threat) is generated by the Executioner's actionsArt: UnknownComments: The cold ferocity of the Executioner stirs resentment and fear in all those he comes across. This ability improves the overall hate(threat) generation of the Executioner, on all techniques, auto-attacks, and actions.Relevant Calculations/Analysis: None.

(Completely untested)Tier 5: UltimateName: Executioner's FuryMechanic: Passive Buff, Conditionally ActiveLimitation: Executioner's Anger (level 4)Effect (Initial): When the Executioner's health drops below 50% they will gain the effect of Furious. Furious increases combat art damage by 15%, melee crit chance by 25%, and is removed when the warrior recovers over 50% health or two minutes pass without the warrior re-activating furious.Art: UnknownComments: This ability gives Executioners a chance to make a last-ditch gung-ho effort to take their opponent down before they fall themselves. This ability is of questionable usefulness, as it is unlikely to be useful to any tank (not many healers are comfortable leaving their tank in orange,) or even many warriors in DPS mode (who aren't likely to take much damage.) For the gutsy soloer this ability may be useful, however I am uncertain.Relevant Calculations/Analysis: None.

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Agility Line: DragoonThe Agility line is based on the idea of a Dragoon, historically a light calvalry soldier who were known for mobility and acting as shock troops. Dragoons are agile, graceful fighters who frustrate opponents with their evasive movements, all the while striking arcing blows from many angles, leaving the opponent and allies vulnerable. Keeping a distance with their spears, a Dragoon must be a master of controlling his opponent's movements and using their own mobility to ensure advantage over their opponents. When hard pressed, the Dragoon may abandon their offense, using their spears to create an unbreachable distance, and impenetrable barrier to the weapons of their foes. Be wary should a Dragoon come upon you and your allies' camp, for it shall be as if a cyclone struck.Comments: The Dragoon line is built for warriors who love to charge into battle, and fight many foes at once. With their auto-attacks striking multiple foes, a longer-range AOE attack, and improved 360 avoidance, dragoons are capable of wading into hordes of enemies and cutting a swathe worthy of their name. Dragoon's offer parties a tank with superior AOE hate control, a very powerful emergency, and consistently higher evasion than other lines.

(Level 4 Tested)Tier 1: Statistic BonusName: Dragoon's AgilityMechanic: Passive "Silent" (No-icon) stat bonusLimitation: Bind Wound (Level 1)Effect (Initial): +6.0 AGIEffect (Further): +6.0 AGIEffect (Level 4): +24.0 AGIEffect (Level SMILEY: +48.0 AGIArt: Unknown or NoneComments: Agility grants avoidance for warriors. The effect of this bonus is much more noticeable at lower levels than higher levels, however it is still a very useful stat for warriors, offering improved 360 defense.Relevant Calculations/Analysis: None. Evasion from agility varies very much with level.

(Level 4 Tested)Tier 2: Limited Combat ArtName: Dragoon's SpinMechanic: Combat Art (1.0 second cast, 0.5 second recovery, 60.0 second recast)Limitation: Spear or Great Spear equipped in primary, Dragoon's Agility (Level 4)Effect (Initial): PBAOE Direct Damage, varies with level.Effect (Further): Additional PBAOE Direct Damage, varies with level.Effect (Level 4): PBAOE Direct Damage, varies with level.Effect (Level SMILEY: PBAOE Direct Damage, varies with level.Art: Perform the AOE combat art animation with blue light/particle effect on the weapon.Comments: Dragoon's Spin is a PBAOE 7.5 meter range physical damage attack that is capable of hitting 8 targets, 1.0 second cast, 0.5 second recovery, 60.0 second recast . The damage on Dragoon Spin varies with level, however it can be somewhat compared to an equivalent rank of your nearest spell in the "Whirl" line (PBAOE knockdown + DD 30 second cooldown). As in Rank 1 Dragoon Spin will compare to App 1, Rank 8 Dragoon Spin could compare to M1. This is not an exact comparison, but a rough idea from my experience. This is a very fast casting, very solid AOE, and will help Dragoons solidify AOE hate on multiple encounters.Relevant Calculations/Analysis: None.

(Level 8 Tested)Tier 3: Offensive BonusName: Dragoon's CycloneMechanic: Combat Art Self-BuffLimitation: Dragoon's Spin (Level 4)Effect (Initial): 3.0% chance that auto-attacks will hit up to 4 targets in front of the Dragoon.Effect (Further): 3.0% chance that auto-attacks will hit up to 4 targets in front of the Dragoon.Effect (Level 4): 12.0% chance that auto-attacks will hit up to 4 targets in front of the Dragoon.Effect (Level SMILEY: 24.0% chance that auto-attacks will hit up to 4 targets in front of the Dragoon.Art: When cast a purple pyramid with runes appears overhead. When the ability procs there is no noticeable animation or effect.Comments: Dragoon's Cyclone does not require a spear. Dragoon's Cyclone is a toggleable buff which is cast on yourself, 3.0 second cast, 0.5 second recovery, 10.0 second recast. Attacks which trigger Dragoon's Cyclone will cause an auto-attack check on up to 4 enemies total in front of the Dragoon. Even if the hit that triggered Cylone misses, you will still attack all nearby opponents. The area of effect for Cyclone is roughly melee range in a 180 degree spread in front of the Dragoon. These cyclone auto-attack checks are treated exactly as if you auto-attacked these targets, meaning you can trigger proc effects that can be triggered off auto-attacks, and also that you can miss, be parried, blocked, or crit the attack. These attacks will break any crowd control effects, even if the target has been removed from AOE. Dragoon's Cyclone is a toggle-able buff however, allowing you to disable it in crowd control situations.Relevant Calculations/Analysis: None.

(Completely Untested)Tier 4: Defensive BonusName: Dragoon's AvoidanceMechanic: Silent (No-icon) skill bonusLimitation: Dragoon's Cyclone (Level 4)Effect (Initial): +Varying DEF skill.Effect (Further): +Varying DEF skill.Effect (Level 4): +Varying DEF skill.Effect (Level SMILEY: +Varying DEF skill.Art: UnknownComments: The Dragoon, having established themselves as a master of AOE combat is now capable of better evading enemies attacks while continuing their graceful assault. This ability grants improved 360 avoidance, allowing the Dragoon to wade into packs of enemies with less danger. The additional DEF skill granted by this ability can be used to reduce the penalty of fighting in Offensive Stance (a wicked combination being Dragoon's Cyclone proccing additional Furious Onslaughts for berserkers) or can be used to further shore up one's defense skill in Defensive stance, bringing the Dragoon closer to skill cap.Relevant Calculations/Analysis: None.

(Completely Untested)Tier 5: UltimateName: Dragoon's ReflexesMechanic: Combat Art (0.2 second cast, 12 second recovery, 10 minute recast)Limitation: Dragoon's Avoidance (Level 4)Effect (Initial): When activated the Dragoon will parry all incoming physical attacks and combat arts from all quadrants for 12 seconds. The Dragoon is incapable of using any other arts or techniques during this time, due to the 12 second recovery period on the ability. You can not (should not be able to) cancel this ability in order to use other abilities due to the 12 second recovery. You can move while using this ability. (Should be able to.)Art: UnknownComments: This ability is untested. This is an emergency ability which grants the Dragoon physical immunity in exchange for ceasing their offensive abilities. This is a very powerful tool for warriors who are interested in fighting very powerful opponents, such as raid encounters, and would benefit from an emergency life-saver technique to counter damage spikes. Costing 8 points, and carrying a hefty recast timer, it may not be a technique that a casual player is very interested in, while it may be something a raid tank considers desirable above all others. However that doesn't mean that any player may not find this ability useful in order to pass unharmed through dangerous territory, or to be used while fleeing, or even in a small group. However the utility should be considered carefully, given the cost.Relevant Calculations/Analysis: None.

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Stamina Line: GladiatorThe Stamina line is based on the idea of a Gladiator, perhaps those of Roman history who fought in the Arena with naught but a few scraps of armor, and very poor weapons. These gladiators needed to be tough, cunning, and enduring in order to survive the marathon style elimination matches they were subjected to. With death around every corner, and the myriad of tunnels, trap doors, and other entrances into the arena, Gladiators quickly learn to defend themselves from all angles, fighting to live another day. Defending themselves with light shields, the Gladiator may seem weak, however it is on the mistakes and assumptions of their opponents that they capitalize, reversing opponent's attacks and striking them with quick flurries of blows, hoping to strike down their opponent quickly while preserving themselves.Comments: The Gladiator line is what may be considered the "hybrid" option. Offering the greatest increase in auto-attack, and power-free DPS, a Gladiator is capable of matching a warrior using DW or 2h Weapons while sacrificing some but not all of their defense potential. This line may appeal most to players who play in small parties, or solo. Gladiators are still capable of tanking quite well, but are also quite capable of chipping in some nice damage. For those who are solely interested in DPS, or defense, the Gladiator path offers conflicting interests the oppurtunity cost of which can not compete with other lines.

(Level 4 Tested)Tier 1: Statistic BonusName: Gladiator's StaminaMechanic: Silent (No-icon) stat buffLimitation: Bind Wound (Rank 1)Effect (Initial): +5.0 STA (~23 HP)Effect (Further): +5.0 STA (~23 HP)Effect (Level 4): +20.0 STA (~92 HP)Effect (Level SMILEY: +40.0 STA (~184 HP)Art: NoneComments: The opener for the STA line is likely only to be taken to level 4, which grants nearly 100 HP to the warrior. A decent bonus at low levels, though of questionable influence at higher levels. This is a solid opener for the STA Line.Relevant Calculations/Analysis: None.

(Level 8 Tested)Tier 2: Limited Combat ArtName: Buckler ReversalMechanic: Toggleable Passive Self Buff (Combat Art)Limitation: Buckler equipped in secondary, Gladiator's Stamina (Level 4)Effect (Initial): When toggled the Gladiator receives a passive buff called "Buckler Reversal." While active, Buckler Reversal will trigger when the Gladiator is missed, blocks, parries, or ripostes, or when the opponent is missed, blocks, parries, ripostes or deflects. This effect can trigger once every 30 seconds, and automatically refreshes itself. Damage varies with level.Effect (Further): (Additional damage.)Effect (Level 4): (Additional damage.)Effect (Level SMILEY: (Additional damage.)Art: The same animation as shield bash, or shoulder charge like techniques. When cast a ring of blue particles descend from above the caster, then coalesce about them.Comments: Gladiator's Strike is an instant DD attack that can be performed while disabled as in stunned or stifled, and can also proc on miss ranged shots under some strange circumstances. (Throwing your shield at the enemy? I guess Captain America specced this line. SMILEY) This ability is a solid addition to the Gladiator's arsenal, having no power cost, and being instant cast. In an upcoming update this ability will be transformed into a passive ability that can be toggled, and will trigger once every 30 seconds when the conditions are met.Relevant Calculations/Analysis: None.

(Level 8 Tested)Tier 3: Offensive BonusName: Gladiator's FinesseMechanic: Silent (No-icon) mechanics buffLimitation: Buckler equipped in secondary, Buckler Reversal (Level 4)Effect (Initial): 13.0% chance to double-attack on melee and ranged attacks.Effect (Further): 9.0% chance to double-attack on melee and ranged attacks.Effect (Level 4): 40.0% chance to double-attack on melee and ranged attacks.Effect (Level SMILEY: 76.0% chance to double-attack on melee and ranged attacks.Art: There is no animation associated with the double-attack proc.Comments: This is the only offensive bonus that has an equipment limitation, and as such it is dismissed easily by many. However Gladiator's Finesse, unlike other offensive bonuses, offers a tremendous increase to DPS. The chance to double-attack is not normalized for weapon speed, and will occur equally on fast or slow weapons. This is a flat DPS bonus, which if taken higher than 33.0% is capable of surpassing DW or 2h weapon styles, while still having a shield equipped. This ability is by far the heart and soul of the STA line. As of LU#23 the second attack in a double attack is unable to trigger a proc effect.Relevant Calculations/Analysis: DPS comparison.

(Level 8 Tested)Tier 4: Defensive BonusName: Gladiator's RevengeLimitation: Buckler equipped in secondary, Gladiator's Revenge (Level 4)Effect (Initial): 1.0% additional chance to block frontal attacks. 1.0% additionalchance to riposte frontal attacks, attacks from other quadrants have an equal chance of being parried.Effect (Further): 0.5% additional chance to block frontal attacks. 0.5% additionalchance to riposte frontal attacks, attacks from other quadrants have an equal chance of being parried.Effect (Level 4): 2.5% additional chance to block frontal attacks. 2.5% additionalchance to riposte frontal attacks, attacks from other quadrants have an equal chance of being parried.Effect (Level SMILEY: 4.5% additional chance to block frontal attacks. 4.5% additionalchance to riposte frontal attacks, attacks from other quadrants have an equal chance of being parried.Art: A green pyramid with runes appears overhead when points are invested in this skill.Comments: The Gladiator sacrificed frontal avoidance by using a buckler in the earlier lines, weakening his defense. Gladiator's Revenge is a defensive bonus which helps to reduce the penalty of using a buckler, while at the same time offering the gladiator additional protection from other angles. While it may seem to be a small amount on paper, the Gladiator is in fact receiving 9.0% frontal avoidance, and 4.5% surround avoidance, which is significant. Gladiator's Revenge re-solidifies the Gladiator's role as a defensive/endurance fighter.Relevant Calculations/Analysis: Shield block comparison.

(Completely Untested)(--- Ability currently bugged ---)Tier 5: UltimateName: PerseveranceMechanic: Passive Self-BuffLimitation: Gladiator's Revenge (Level 4)Effect (Initial): Target consumes 10% less power on an ability's use, 15% of power consumed is instead added to the Gladiator's health pool.Art: Unknown.Comments: This ability was improved with LU 24, however it is still lacking. For those who have power issues, this ability may be worth considering to improve your efficiency, however it is unlikely that it could compare in the long run to simply improving your offense to end fights faster, or improving your defense to preserve hit points, and thus reduce downtime. Even with 3000 power, which would be difficult to spend over an entire minute (without sprint) you would only recover ~450-500 health, which is not a very big deal, especially for Berserkers who have an in combat regens. This ability is primarily designed for efficiency and power consumption reduction, if you find yourself tapping out before your party members often it should be considered.Relevant Calculations/Analysis: None.

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Wisdom Line: DemolisherThe Wisdom line looks to the grizzled veterans of the battlefield to draw its inspiration for Demolishers. Wise in their ways, having survived countless battles, Demolishers have learned to instinctually seize oppurtunities when presented, and have proven themselves unshakeable even against overwhelming odds. While not as flashy, or prone to heroics as others, Demolishers are trustworthy and reliable, seasoned soldiers that can be expected to perform well in any situation.Comments: The Wisdom line is the "bread and butter" line. What you've always done, done better. For players who aren't drawn to the other achievement lines, Wisdom is the safe bet for performance. Offering a simple yet effective mixture of traditional options, tanks and DPS alike may be drawn to this line's offerings.

(Completely untested)Tier 1: Statistic BonusName: Demolisher's WisdomMechanic: Silent (No-icon) stat buffLimitation: Bind Wound (Level 1)Effect (Initial): +7.0 WISEffect (Further): +7.0 WISEffect (Level 4): +28.0 WISEffect (Level SMILEY: +56.0 WISArt: UnknownComments: Wisdom improves magic resistance for warriors. This is a useful stat, even if not used as often as the three more physical statistics.Relevant Calculations/Analysis: None.

(Completely untested)Tier 2: Limited Combat ArtName: Belly SmashMechanic: Conditional Combat ArtLimitation: Great Hammer, Hammer or Mace equipped in primary. Demolisher's Wisdom (Level 4)Effect (Initial): While target is knocked down does DD (varies with level) and reduces physical mitigation (varies with level).Effect (Further): Additional damage and physical mitigation. (Projected, untested.)Effect (Level 4): Additional damage and physical mitigation. (Projected, untested.)Effect (Level SMILEY: Additional damage and physical mitigation. (Projected, untested.)Art: Unknown.Comments: Due to having to be used after a knockdown this ability is most likely to follow the Demolisher's shield bash. The mitigation debuff this ability carries is quite decent (13%+), and it can be used to "extend" a stun on a target. This is a fairly good ability, though it will have to be comboed well in order to  use effectively.Relevant Calculations/Analysis: None.

(Completely untested)Tier 3: Offensive BonusName: Seasoned VeteranMechanic: Silent (No-icon) mechanics buffLimitation: Belly Smash (Level 4)Effect (Initial): +2.4 DPSEffect (Further): +2.4 DPSEffect (Level 4): +9.6 DPSEffect (Level SMILEY: +19.2 DPSArt: UnknownComments: A simple and effective DPS boost that improves the damage per auto-attack swing. A fair boost to damage with no obvious drawbacks.Relevant Calculations/Analysis: None.

(Completely untested)Tier 4: Defensive BonusName: UnshakeableMechanic: Silent (No-icon) stat buffLimitation: Seasoned Veteran (Level 4)Effect (Initial): +Mitigation, varies with level.Effect (Further): +Mitigation, varies with level.Effect (Level 4): +Mitigation, varies with level.Effect (Level SMILEY: +Mitigation, varies with level.Art: UnknownComments: A flat bonus to mitigation, continuing the reliable streak going with the Demolisher. This ability will increase your absorb passively, making you a better all around tank.Relevant Calculations/Analysis: None.

(Completely Untested)Tier 5: UltimateName: Stance MasteryMechanic: Passive combat-Art ModifierLimitation: Unshakeable (Level 4)Effect (Initial): Removes all penalties associated with stances.Art: Unknown.Comments: Removes the -Piercing/Slashing/Crushing tied to Defensive stance, and the -Defense tied to Offensive stance. This allows the Demolisher to perform better in either stance, improving accuracy and thus damage in Defensive stance, or improving evasion and tanking ability in Offensive stance. Very simple and straightforward ability.Relevant Calculations/Analysis: None.

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Intelligence Line: SlayerThe Intelligence line carries the title Slayer, conjuring to mind the image of a Warrior accustomed to the killing of many. Slayers are experts in quickly dispatching opponents, sacrificing power for efficiency. Masters of their swift swords, Slayers are the bane of casters, their dance of blades and flashing steel distracting and disabling their spellcasting, while at the same time frustrating even Veteran fighters, as the dancing blade of the Slayer intercepts their every attack. One casual observer noted of a duelling Slayer, "Everyone thought he was fighting with two swords the entire time, it wasn't until he stopped and actually drew the second did we lose count."Comments: The Slayer line begins on an odd premise, that it is the Intelligence line for a class that has absolutely no use for Intelligence besides boosting procs, an often insignificant source of damage. The Slayer line also offers haste in many of its options, which is the easiest mechanic multiplier to improve through items such as the flowing black silk sash, and is much easier to reach cap of in a group as opposed to DPS or Crit. The Slayer is also more prone to be riposted, but also more likely to interrupt their enemies. Finally, Slayers have a balanced tree in that the haste effects auto-attack, while the ultimate ability allows better chaining of abilities (all abilities, offensive and defensive,) improving DPS and versatility.

(Level 4 Tested)Tier 1: Statistic BonusName: Slayer's IntelligenceMechanic: Silent (No-icon) stat buffLimitation: Bind Wound (Level 1)Effect (Initial): +8.0 INTEffect (Further): +8.0 INTEffect (Level 4): +32.0 INTEffect (Level SMILEY: +64.0 INTArt: None or UnknownComments: The opener for the Slayer line grants Intelligence. Intelligence only improves the damage of magical damage procs for Warriors, such as glimmering strike, or reactive armor damage procs. As this is arguably the worst stat for Warriors, it is an unattractive option.Relevant Calculations/Analysis: None

(Level 4 Tested)Tier 2: Limited Combat ArtName: Acceleration StrikeMechanic: Self-BuffLimitation: Sword or Great Sword equipped in primary. Slayer's Intelligence (Rank 4)Effect (Initial): Places a buff called Acceleration Strike on the caster. When the caster uses a combat art, they will gain an acceleration counter. For each acceleration counter on the Slayer, the Slayer gains an effect called Acceleration, which lasts for 60 seconds. The Slayer may have up to three acceleration counters. Each acceleration counter increases haste by 22.Effect (Further): Each acceleration counter increases haste. (2, 1, 1, 4 at 5) (NON-LINEAR)Effect (Level 4): Each acceleration counter increases haste by 26.Effect (Level SMILEY: Each acceleration counter increases haste by ??%.Art: Perform the animation for entering offensive stance, while surrounding with a green aura.Comments: After using this ability you will receive a blue icon buff called Acceleration Strike with "3 uses remaining." As you use combat arts these uses will decrease, when the "uses" are consumed it will be replaced with a yellow icon buff that will grant the appropriate haste. If you are a sword user you may want to consider dropping just 5 points in INT to reach level one of this ability, as 5 points for 22% haste is a fairly good deal.Relevant Calculations/Analysis: None.

(Level 1 Tested)Tier 3: Offensive BonusName: Slayer's SpeedMechanic: Silent (No-icon) mechanics buffLimitation: Acceleration Strike (Level 4)Effect (Initial): +2.2 Haste.Effect (Further): +2.2 Haste.Effect (Level 4): +8.8 Haste.Effect (Level SMILEY: +17.6 Haste.Art: Red pyramid with runes appears overhead when investing points into this skill.Comments: Stacks with items like the FBSS. This is just plain old haste. Raising haste will result in improving proc rates, but risking a higher riposte rate as well.Relevant Calculations/Analysis: DPS comparison.

(Completely untested)Tier 4: Defensive BonusName: ParryMechanic: Silent (No-icon) mechanics buffLimitation: "Double Attack" (Level 4)Effect (Initial): +Parry skill, varies with level.Effect (Further): +Parry skill, varies with level.Effect (Level 4): +Parry skill, varies with level.Effect (Level SMILEY: +Parry skill, varies with level.Art: Unknown.Comments: A parry bonus. As parry is the first skill checked in defensive rolls (I believe so anyway) it has the largest direct impact to evasion of all evasion modifiers. This is a solid defensive option, and often parry skill is the most difficult defensive modifier to boost. It is unknown whether or not improved parry also improves riposte rate.Relevant Calculations/Analysis: None.

(Completely untested)Tier 5: UltimateName: Relentless AssaultMechanic: Passive mechanics buffLimitation: Parry (Level 4)Effect (Initial): Reduces recast timers by 6.0%. Reduces recovery timers by 30.0%.Art: Unknown.Comments: With the amount of haste available in this line it should be obvious that the Slayer is going to lose attack oppurtunities while performing combat arts, or recovering from them. This ability helps mitigate that loss, while also allowing the Slayer to string together more arts, and perform them even faster. This works out to abilities recovering .6 seconds faster over a 10 second period, or 3.6 seconds faster over a minute. If the Slayer uses 30 combat arts in the minute, they will spend 4.5 seconds more "recovered" and capable of taking a new action. Depending on your weapon and haste that 4.5 seconds could mean quite a few auto-attacks being recovered, while the faster recast gives a slight advantage in high pressure situations.Relevant Calculations/Analysis: None.

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Appendix One:

The DPS Comparison

Foreword: This appendix is designed to introduce the reader to the ways in which the Offensive Bonus options will affect their character. The math performed here is fairly simple, and is done with models based on ratios, giving it direct translation to actual mechanics, while not being illegible.

IMPORTANT POST-EOF NOTE: In the post EOF world haste and dps are given in ratings as opposed to percentages. Mousing over them reveals their real percent modifier. The math below works with this real percentage in mind.

There are generally speaking two ways for a Warrior to generate DPS. They are auto-attack(melee and ranged) and combat arts. Both of these categories are specifically effected by certain mechanics multipliers. They are as follows:

Auto-Attack(melee and ranged): +DPS% +Haste% +Critical% +DoubleAttack%Combat Arts: +Critical%

DPS, Haste, and Double-Attack do not have any effect on your combat art damage. Period. That may lead you to believe that raising your critical chance is the best way to improve DPS, but let's take these options one by one, and compare them.

DPS (Damage Per Second): +DPS modifiers exist in many places, most often in buffs such as Berserk, the Inquisitor Aura line, or the Bruiser group +DPS line. This modifier multiplies the damage you do with every hit by the total % modifier you have. Simply put, you hit harder with every attack. Since +DPS is independent of time, you do not improve your chances for causing any procs, risking any ripostes, or improving interrupt chance. This is a completely safe and neutral option for improving your damage. +DPS caps at 125% bonus or 200 rating, meaning you strike for double damage and some change with every attack. DPS is a simple multiplier in calculations, and as such will appear in many subsequent calculations solely as *DPS.

Haste (Attack Speed): Haste modifiers, like DPS modifiers, are common. Haste is the most common modifier, and involves some tradeoffs. As haste is not independent of time, but instead actively acting on it it does increase the number of chances for procs to occur, increases risk of riposte, increase interrupt chance, etc. Haste also improves the efficiency of your strikes, allowing you to kill slightly faster by not overkilling your opponents as often. Haste, like DPS, caps at 125% or 200 rating. A 3.0 speed weapon would attack at 1.5 speed with 100% haste for example. 100% Haste does not reduce your attack speed by 100%. In calculations the best way to express haste is as a multiplier of (WeaponSpeed/(1+Haste%)) I.E. at 100% haste you would have WeaponSpeed/2. For the case of 125% (200 rating) haste you can divide weapon speed by 2.25, such as 2/2.25 giving you an attack speed of .8888s per swing.

Double-Attack: Double-attack is relatively new to the game, and currently has very few modifiers. Double-attacks can only trigger on auto-attacks, this is currently limited to melee attacks. Double-attacks are not like normalized procs, and as such are independent of weapon speed. Because of this Double-Attack can be considered much like "another" Haste or DPS, in that it will ultimately play the same role on your DPS, improving your auto-attack dps evenly. The trade-offs for using double-attack are increased riposte risk for increased interrupt rate. The double-attack cap is unknown, but I believe it is likely to be 100%.

Critical (Bonus damage): Critical damage works in a very complicated way, please reference this post that occurs later in this thread for a much more in depth analysis of critical damage: http://eqiiforums.station.sony.com/eq2/board/message?board.id=4&message.id=22672#M22672

How can you maximize your DPS to fit your playstyle?

There are multiple ways to approach this problem, but we will put modifiers like stats (STR) aside in order to simply compare what is possible within the Achievement system.

First you must consider where your damage comes from. Some players rely on auto-attack for a good amount of damage, while other players continuously use techniques to quickly wipe out their opponents. Let's consider a hypothetical situation in which your character does 25% of their DPS through auto-attack, and 75% through the usage of combat arts.

The achievement lines offer roughly +20% haste, +20% DPS, +76% double attack, and +20% critical rate.

Let's say you do 25 "units" of damage with auto-attack and 75 with combat arts. If you improved this amount by 20% through taking 20% dps, or 20% haste, you would now be doing 30 units of damage with auto-attack, improving your overall damage from 25 + 75 = 100 to 30 + 75 = 105. A 5% boost in damage.

If you took 76% double-attack, you'd improve your 25 units by 76%, turning 25 into 44, or gaining 19 units, bringing your overall DPS from 100 units to 119, or almost a 20% bonus to overall damage.

But how can that be right? That's not balanced at all. Well, keep in mind a few things. First that the double-attack achievement requires a buckler, and second that if a buckler is equipped 2h or DW weapon set can't be used.

How do these options compare differently in this special case?

1h weapons are designed to have 75% of the damage rating of DW or 2h weapons, or in other words, 2h/DW do 33% more damage than 1h.

So going back:20% haste or DPS with a 1h: 25*1.2 = 3020% haste or DPS with a 2h/dw: 25*1.2*1.33 = 4076% double attack with 1h: 25*1.76 = 44

It seems that double-attack with a 1h is capable of competing with 2h/dw auto-attack with +haste or DPS. This established STA's double-attack as the most powerful auto-attack modifier, but also the one with the most limits (1h+buckler only) this is one of the tradeoffs for the high DPS.

How about crits?  We're getting into complex territory, I again reference the post later in this thread at: http://eqiiforums.station.sony.com/eq2/board/message?board.id=4&message.id=22672#M22672

For those only interested in knowing the relative changes, due to the way critical hits work you could expect to see your 100 damage units improved to about 113 through 24% critical hit rate. These damage units would come from both auto-attack and critical hits.

Math aside, how can I maximize my Damage?

That depends on the kind of player you are. If you favor auto-attacks over critical hits then consider the auto-attack modifiers available to you. If you love combat arts, and enjoy big numbers, or you use nonstandard weaponry (look in crit analysis) you may benefit most from boosting your critical chance.

If you are using a 1h and shield, you can maximize your DPS by going STA line. If you are using a 2h or DW, you can maximize your DPS by going into haste and DPS (see note below.) If you are relying on arts, focus on critical hits. Remember, balanced by being different but roughly equal.

Sidenote: The "quad damage and octo damage" effect.

Because combat arts have only one modifier effecting them, crit chance, which maximizes at 100% (or 30% bonus) combat arts have a maximum potential of 1.3x. On the flipside, auto-attack has DPS, Haste, and Double-Attack all contributing to it, each of which doubles damage at 100%. If you were able to maximize all 3 modifiers, you would be doing 8x unmodified auto-attack DPS (1 unit *2(Double DPS) *2(Twice as many hits from haste) *2(Double-attack each hit)) = 8. With EOF in existence you can now reach even higher levels of DPS as the multipliers max out at 125% for DPS and Haste.

Also, since these modifiers act serially, and multiply off each other, it is much easier to build a large number. For comparison, 20% DPS or haste may only generate 5 additional units of damage off a starting 25 base: (25*1.2 = 30) however 20% DPS -and- Haste grants a larger effect (25*1.2*1.2 = 36) a six unit bonus instead of only another 5. In order to maximize your auto-attack you will want to keep all of the modifiers as high as possible and as even to each other as possible. If at 50% DPS and 10% haste, and offered 20% haste or DPS, you'd gain more from haste for example.

Sidenote #2: Cyclone.

Dragoon's Cyclone works off of auto-attack damage, and is NOW tested with double-attack. Only the first attack of double attacks may cause Cyclone hits.

================================================== ======

Appendix Two:

The Shield Fiasco (Or the STA line and Bucklers)

Discussion on shield mechanics has flared up multiple times, with many people stating that bucklers offer 20% less block than towers, that bucklers are unmanly, among many other things. There have been a lot of accusations, normative statements, and bizarre rumors regarding the comparison between shields.

How do shields actually work?

Shields seem to work very similar to the migitation formula to determine the amount of block chance. The mitigation formula appears to divide your mitigation value by your level to determine your mitigation percent. (2500 mitigation at 50 = 2500/50 = 50% mitigation) The shield formula seems to be the same in that Protection/Level = Block chance. Block values are assigned almost exclusively based on (Level of item * Tier(quality) * Type)

For Bucklers, the Type would be "1" for tower/kite the Type would be "3." In other words, a buckler of equal tier, and level would have exactly 1/3rd the block of a kite/tower. You can test this yourself by comparising the two Shiny Brass Shields.

A legendary kite/tower shield of your level offers roughly 15% chance to block, a legendary buckler of the same offers 5%. Fabled kite/tower offers 18% to a buckler's 6%.

At max rank, Gladiator's Revenge (STA Line's Defensive Bonus Tier 4 Level SMILEY gives 4.5% additional block chance, and 4.5% frontal riposte, resulting in a net 9% bonus to frontal avoidance, with an additiponal 4.5% avoidance to the sides.

If using a max-level legendary shield set to compare, a max Gladiator's Revenge Warrior with a buckler would end up having 5% block + 4.5% block + 4.5% riposte = 14% total frontal avoidance, whereas a plain no achievement using warrior would have 15%. For fableds the numbers would be 15% vs 18%. If you keep in mind earlier discussion showed that Defensive options resulted in a net 4-6% boost to Defense, meaning that a Warrior who specs in another line other than STA to the full defensive option is going to be 5-9% more defensively potent than a full STA line to defensive bonus warrior. Those are the differences.

Also keep in mind that in the previous appendix it was shown that STA had the largest offensive bonus option of any line. This penalty to defense is likely paid for that reason.

Of important note also is that shields offer uncontested avoidance, this means that it is completely reliable, even against raid mobs. For a dedicated raid tank, giving up a tower shield may be very difficult to do.

================================================== ======

Final Comments/Summary/Misc:

First I'd like to state that I am really pleased with the Dev's work on the Warrior achievements. I am a powergamer by nature, and in many games that present choices like this there are very clear paths to maximize your abilities, while other paths are instead [Removed for Content] by comparison. However this achievement system has options which are often compelling for many reasons, and should your playstyle simply fit it better, it -is- better for you to take that path.

Second, before I go into my opinions on things, maybe I should mention who I am, and what I value. I play a berserker on Venekor (RP-PVP) named Kemt, where I tank for a small guild that I run of my RL friends. Because we aren't always running at full groups, and because I am always under danger of being attacked by enemies, it is important for me to have a strong defense and offense. We're a very AOE heavy group, and as such it is also important for me to be capable of generating AOE damage and threat, while defending myself from AOE attacks. That's my playstyle, typically running 6 man dungeons, and doing dealing with PVP.

Comments on each path:

STR: This path is fairly solid, though I must admit I am a bit squeamish about relying on random numbers, and having to time Executioner's Wrath very carefully to maximally use it during an AOE. However this line can be very satisfying, as you see the big bold numbers over your enemy's head. I believe that the ultimate for this line needs some serious work, and I also believe that the crit chance bonus from Weapon Expertise could use a little bit of uptweaking to make it a better option in comparison to auto-attack.

AGI: I feel this is a fairly great path. It is very potent in AOE situations and shouldn't be overlooked. The defensive bonuses are very potent in the post EOF world as it is no longer as easy to reach defensive skill cap.

STA: This line draws amazing contention. I feel this is the best line we have, allowing us to do DPS like we have a 2h or DW out, while still maintaning 75% or more of our block chance with a shield. However this is NOT a line for people who are specifically building for JUST DPS or JUST tanking, as it is a powerful compromise. For someone like me, this line is an amazing gift, allowing me to tank well (not maximally) while still chipping in the DPS I need. I am not a fan of the ultimate in this line, it needs to be reworked -a lot- to be worth considering for points for dungeon type players.

WIS: This is the sleeper line, it's incredibly simple and straightforward, and I see it drawing a lot of players solely because it is completely safe and harmless. There are good options here that are capable of expanding your character without too much thought.

INT: Originally I thought this line was bug-ridden and had problems. That was due to a slight misunderstanding of mechanic. Unfortunately my misunderstanding also overestimated the benefits of the line. The line is fairly straightforward, however it is also fairly mediocre. The most powerful offering in the line is the ability to go 5 points into it and get 22% haste for a sword user. The ultimate for this line is almost insultingly bad for eight points.

--- If you found this FAQ useful please let me know, and request a sticky. ---

--- Please contribute any information that is not on this FAQ, especially higher levels of abilities that are untested. ---

Message Edited by Dimglow on 01-19-2007 12:20 PM

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Unread 03-22-2006, 11:01 PM   #2
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Nice post.   One comment I have though is about the last ability in the INT line.  I'm not going with anything in the INT line myself, I am going mostly AGI and WIS.  But I know a lot of people are really looking foward to the last ability in the INT line to reduce their cast and recast timers, so I was curious as to why you have such a distaste for it.
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Unread 03-22-2006, 11:13 PM   #3
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Firstly: Great post.Things of note:  Dragoon reflexs does not allow you to do anything during the down time, including using items or auto-attacking.  Although i never realised it was because the recovery timer was 12s,  i had thought it was just a 12s stifle duration or something similiar.  This sort of makes sense now.

infernus006 wrote:Nice post.   One comment I have though is about the last ability in the INT line.  I'm not going with anything in the INT line myself, I am going mostly AGI and WIS.  But I know a lot of people are really looking foward to the last ability in the INT line to reduce their cast and recast timers, so I was curious as to why you have such a distaste for it.

While i wont say one thing or another about the final ability of the int line.  From a pure min-max/balance perspective, this ability is lacking.  Off our 1 minute recast attacks it shaves 3.6 seconds off.  3 minute recast buffs are usable 10s faster.   30% of the 0.5 recovery time typically associated with all CA's is very minimal, and will hardly ever be noticed.While i wouldn't argue someone away from it, if they feel it would be an advantage to them.  I cant see it being a 8 point ability for what bonuses you do get.
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Unread 03-22-2006, 11:23 PM   #4
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Thanks for the early feedback guys.

Like Mjollnyr said the amount of time being shaved off of abilities is somewhat small.

My distaste with the line comes from the feeling that with all of the haste that the line offers it really paints itself into a corner. The primary concern of someone with that much haste is to waste as few attacks as possible. If at 100% haste, and using a longsword (1.7 speed normally .85% with 100% haste) you can "lose" ~3 attacks doing an attack like Whirl (2 second cast 0.5 second recovery) because for 2.5 seconds, you couldn't auto-attack. Reducing recovery some helps this problem, however it seems to me to be insignificant when compared to other abilities. You could reduce your recovery time by 30%, and save 30% of attacks lost by specific abilities in specific circumstances, or just grab some more +DPS in another line  that you may also go up, and you'll be ahead.

The decrease in the cooldowns of abilities I am skeptical of. 3.6 seconds (per minute) may be a big deal in incredibly long fights, but if you are dungeon crawling with a party, they're likely willing to wait that 3.6 extra seconds every minute if the ability really means that much. The casters would probably like the power anyway. And if it isn't worth the wait, then how can you justify it being worth the 8 points? Especially if those 8 points end the battle 3.6 seconds faster, or with 3.6 seconds less downtime.

So being at the very bottom of a problematic line with inherent issues and apparent bugginess I am distrusting of it being justifiable to go all the way down the tree for an ability of questionable use.

Now if the ultimate instead allowed you to auto-attack while performing other abilities it would be a crowning achievement for this line, and something very fitting. Even if it did nothing else, that'd be huge for a line this haste-driven.

That's my view on it anyway.

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Unread 03-23-2006, 01:13 AM   #5
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Amazing post!  You've given me a lot of information to digest and consider!  Thanks for all the effort!
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Unread 03-23-2006, 02:53 AM   #6
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Ok I see what you are saying and that does make sense.I still feel that the final ability in the WIS line is the only one that's worth getting for 8 points.  At least it's something that will provide a constant benefit to me no matter what situation I'm in since it turns both of my stances in to purly beneficial buffs and eliminates the desire to forgo having any stance on in some cases due to the penalties they normally come with as is the case without this ability.I believe that the final ability in the AGI line is actually the most worthless one out of the whole bunch though.  It sounds really uber at first glace but I think the description for it is kind of misleading.  If you examine the ability it says that you will parry all incoming attacks from combat arts and that you cannot use any other abilities while it's in effect.  Some people seem to think that it will grant them 12 seconds of total invulnerability which isn't really true since it doesn't prevent any magic damage.  And I'm not even sure that it will prevent any melee attacks from behind since it says parry and parry only works from the front as far as I know.  Some people also seem to think that they will still be able to cast their AOE taunt with it on since it can still be used while stunned or stifled.  But as far as I can tell that is not the case either per the description of this ability.  And the fact that it only lasts for 12 seconds and can only be reused once very 10 mintues makes it even less desirable to me.I have been in situations where the final ability in the STR line would've been nice to have but I am not willing to waste my points on the other crit chance abilities to get it, which I do feel are a waste, especially since one of them is a passive ability that requires an axe to be equipped at all times before it will do anything.  Plus I don't feel that I really find myself in those kind of situations often enough to warrent spending 8 points to get an ability that only works when I am low on health.The final ability in the STA line really appeals to me a lot and I would really like to have it but I am not willing to go through the buckler requirements in order to get it.  But I like the idea of spending less power and getting extra health back at the same time, all the time, no matter what.  Same deal with the final ability in the INT line.  I would really like to have the shorter cast and recast timers on all my CA's even if it's only a marginal benefit, since it's a passive ability, but I am not willing to waste the points on getting the extra INT and haste that I don't really need as well as an ability that requires me to use a sword before I can reach it.At least by taking the WIS and AGI lines I am getting a lot of different things that will be of some benefit to me in most of the situations I tend to find myself in and not just once in a blue moon.  And since I'm not getting the final ability in the AGI line I can use those extra 8 points elsewhere as I see fit.  I currently have 5 points in STA for the extra health and I might just leave them there.  Some people think it would be better to put those extra points into Unshakable to get more mitigation and although I do want to have more mitigation, extra health is something that helps to keep you alive longer no matter what kind of damage you are taking whereas mitigation only works against physical melee attacks.  So it's kind of a tossup there but I am leaving the points I already spent in STA alone for now and putting the rest into WIS and AGI.  I already have a nice legendary t7 mace to use the Belly Smash ability that comes with the WIS line and an imbued xegonite spear for the Dragoon Spin ability from the AGI line and I don't have much of a problem switching the weapons out as needed in order to use both of the abilities in the same fight.  So my current intended build is this:AGI:  4/4/4/8STA:  5WIS:  4/4/4/4/8
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Unread 03-23-2006, 04:07 AM   #7
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^^  I cant really argue one way or another.  We all tank alittle differently, different reasons, and in different roles.  So i cant nessecarily justify one build over another.  Since they all seem to have viable purposes.  Some maybe more to your style then others.

Dimglow wrote:

My distaste with the line comes from the feeling that with all of the haste that the line offers it really paints itself into acorner....

...

That's my view on it anyway.
While i agree with you.  For the sake of a FAQ, it might be best to try to remain neutral.  For many reasons others may feel that (insert stat line here) is viable for them.  Putting down a certain build because it doesn't suit you, maybe not be the most informative.I honestly cant say that i'm aware of any specific bugginess to the line.  I personally intended to go down the INT line soley for the parry.Again, great faq. Listed a few things i didn't notice.
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Unread 03-23-2006, 04:30 AM   #8
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I don't think I was overly negative on the ability in the INT section. I was harsh on it in my personal opinions however. I listed the strength of the ability (reduce lost attacks, allow better stringing) but also listed the drawback of having a very high cost (8 points) just like how I mentioned the drawback of the AGI line being more severe than it may appear to be (due to the 12 second recovery time, not a 12 second stifle etc.) The oppurtunity cost of those 8 points in another line is really what hurts the ability most, not that it is a bad ability in and of itself.
 
I will change it when I make my first wave of revisions though, because I don't want to color anyone's opinions of abilities, and if I came off as overly harsh then I am influencing people's decisions in a way that was unintended. If there are any overly positive or overly negative overtones with any lines, do let me know, I don't mean to have overhyped STA or AGI, or put down INT (my favorites and my least favorite respectably.)
 
Keep the feedback coming guys. :smileyhappy:
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Unread 03-23-2006, 09:02 PM   #9
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Quite simply the best, most factual guide I have seen in a long time on these boards.

One significant factor does, however, seem to be missing from your analysis:  Accuracy.  The more attacks you miss, the less all other factors matter, and vice versa.  It bears mentioning that there is currently only one single AA ability which affects accuracy; namely, the master ability of the wisdom line. 

The higher the con of the mobs you are fighting, the more you will be missing, and thus, the more you might potentially benefit from aforementioned AA ability.

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Unread 03-24-2006, 03:11 AM   #10
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Great post - just a clarification

Acceleration Strike is a buff placed on you that doesn't increase your haste at all at first.  As you use CAs it will say "no targets in range" and not change.  Upon the third CA you do the buff changes from a blue background to a yellow background and applies that amount of haste to you once.  If you recast it after it's 30 second recast and do 3 CAs before the first one expires it simply replaces the first one (with a fresh 60 second duration) rather than stacking the haste.  So in my extensive experience with it I've never gotten more than the stated haste once (30% haste at rank 5, 33% at rank 6, not sure about after that).  It'd be a lot nicer if you could get it 2 or 3 times obviously - maybe that was intended originally and it's bugged now with that whole "no targets in range" error. 

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Unread 03-24-2006, 12:40 PM   #11
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Great information. I have been wondering if Dragoon Cyclone (AGI line) and Gladiator Finesse(STA) can stacks. Looking at the combat arts, in theory they should be able to proc off each other since the extra attacks on both skills are melee attacks. If they stacks, in theory the 4 extra attacks on Dragoon Cyclone has 75% chance of tiggering off double attack on each of them for  up to 8 attacks. Or each of the double attack firing off a dragoon  cyclone for up to 8 attacks.  Wish I've enough AA to test them out...SMILEY
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Unread 03-24-2006, 08:21 PM   #12
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Updated for LU21. (Changed "Double Attack" in the INT line to Slayer's Speed, rewrote the effects and mechanics section for Buckler Reversal.)
 
Apparently there is a new bug in this LU, in that it seems Buckler Reversal, like Lunge Reversal which was just fixed, may be breaking stealth (may or may not have been fixed in the hotfix that fixed lunge reversal) and that Buckler Reversal procs more than 1 time every 30 seconds, I had it proc 8 times in a 27 second battle yesterday.
 
Rorrak: That's really odd that you had the ability work like that for you. In my testing with Acceleration strike I was able to get each combat art to generate the haste bonus at first, but as I continued testing it it became spottier and spottier. In my initial runs however I was able to reach 81% haste (22*3 +15 from FBSS) by using 3 combat arts. However as I continued testing (and put more ranks into the skill) I started maxing my haste out anywhere from 41/42% (which is what you'd expect from 26*1 (the level 4 bonus) + 15, to random numbers between 70 and 85.
 
It may be instead that certain ranks of the ability are buggy and perform incorrectly while the higher ranks of it perform as planned/expected? What you're saying makes sense though in regards to me seeing 41/42% a few times and seeming "capped."
 
If anyone goes down the INT/Slayer line, it would be appreciated if you could test each level as you get it. Or if anyone other than Rorrak is INT, could you offer your experiences?
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Unread 03-24-2006, 11:47 PM   #13
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Superb!. Thank you thank you so much for this. I really appreciate the effort you put into this.

Definitely this thread need to be sticky

Message Edited by Yodaya on 03-24-200610:47 AM

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Unread 03-25-2006, 01:33 AM   #14
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As of the last LU the "no targets in range" message no longer appears with slayer's speed.  I'll test with a few different swords, watch my haste and see what happens, I'm up to rank 6 now, 7 will be 35% haste IIRC.

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Unread 03-25-2006, 04:26 AM   #15
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Nice linky from the Guardian boards, it's a handly little calculator for AA's:
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Unread 03-25-2006, 05:22 AM   #16
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So, couple questions:

Executioners Anger: increase hate 1% per lvl

Wondering how this works? If I just stand there and do nothing, do I get 8% more hate than before I took this?

Does that mean my taunt CA's, comabt CA's, etc. generate 8% more hate than previously?

Dragoon Avoidance: increase defense 2.9% per lvl

defense is 360 degree, right?

 

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Unread 03-27-2006, 11:27 PM   #17
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Bantel:
They removed the "feature" where fighters generated threat solely by existing a few updates ago. But to answer your question: I believe that the threat generation by all arts, attacks, taunts, or other actions generate additional threat. I do not know if taking ranks in this skill causes the displayed amount of threat generated by taunts or other abilities to increase, though that is something to look into.
 
(Anyone with this skill have any info on that?)
 
As for defense being 360, raising defense skill increases avoidance, which acts equally in all quadrants to my knowledge.
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Unread 03-30-2006, 07:59 AM   #18
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Man Dim awesome post - this 100% x the number 42  needs to be stickiedBeing the [expletive haxx0red by Raijinn] number guy (65 bard in eq1 before next expansion) I love this stuffNice to see you on Venekor - might be a freep =) but us berserkers have to stick together even across realms on pvp due to the 1 - 30 pain SMILEYI'm definately building on sta build - I can't even express how much an agro/damage difference it has made with just 5 into sta  - not even mentioning the extra stun for pvp from the shield is just down right priceless - sounds pathetic but I don't have alot of AA at 37 - coupled with a gutripper and a decent bucker I'm tearing through stuffI'm tossing up going4 - 4 - 8 - 1 STA4 - 4 - 8 AGI4 - 4 - 8 STRvs.going a complete crit(str)/sta build - since our aoe's are so great anywayI think for the sta build to work out best you stick to one weapon type/buckler and by far for pvp I think the str/agi build based off of buckler + axe will be money - maxed crits on double attack, and have a smart healer who keeps you about 25% health could be just devestating - with the amount of HoT healers on pvp - I'm constantly below the 50% both in pvp and pve - so should be interestingthe wis build is appealing also for the extra stun, but I just don't know - I don't want to spread to thin - I definately have to have double attack in pvp for the double arrow and double attack (with all the moving around a double attack is priceless) - also crit chance might be nice....so many choices thanks for the great read - obviously for pvp thie is COMPLETLY a different environment than pve - I can't even imagine going back to pve now SMILEY

Message Edited by Zervun on 03-29-200607:01 PM

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Unread 03-30-2006, 01:01 PM   #19
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Zervun,

For PvP servers, going down the Sta / Wis paths can be usefull.  Not only do you get the benefit of those paths, people will mistake you for an Inquisitor since you have a buckler and hammer equiped.  No taunt required to get people attacking you first.  :smileyvery-happy:

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Unread 03-30-2006, 07:47 PM   #20
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Updated: STA Ultimate "Perseverance" now displays 10% power reduction and 10% power to health as opposed to 0%. (An improvement from 8% to 10% from its last known working incarnation, I believe.)

Updated information and comments regarding that ability.

Buckler reversal now confirmed to not break stealth abilities while refreshing. (Fixed with Lunge Reversal a few hotfixes ago.)

Buckler reversal now confirmed to be proccing more than once every 30 seconds. (Bug?) (Lunge Reversal also seems to do the same.)

Still looking for more information and feedback on Acceleration Strike, as the mechanic of the ability isn't understood.

Message Edited by Dimglow on 03-30-200609:48 AM

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Unread 03-30-2006, 09:25 PM   #21
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NM, better asked in another thread

Message Edited by Halcat on 03-30-200608:48 AM

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Unread 03-30-2006, 10:00 PM   #22
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I don't have a problem with being mistaken that I'm not a berserker =) I'm an erudite
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Unread 04-14-2006, 05:23 PM   #23
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Excellent guide, well written and very useful.(Consider this a sticky request)
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Unread 04-15-2006, 12:23 AM   #24
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Any opinions on how one would spend points for tanking/survivability & aggro generation?
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Unread 04-15-2006, 11:20 AM   #25
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question about acceleration strike, seems to me that it works differently than described

- it gives you 1 min haste, with a recast timer of 30 secs. so i would say that you can get not more than 2 accelerations at the same time

- it seems to me, that the 2nd accceleration overwrites the first one, so that you get just one new acceleration for 1 min

 

i played around with it a bit, and i never was able to get more than one acceleration. maybe im doing something wrong ?

 

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Unread 04-15-2006, 11:34 AM   #26
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hakedu wrote:

question about acceleration strike, seems to me that it works differently than described

- it gives you 1 min haste, with a recast timer of 30 secs. so i would say that you can get not more than 2 accelerations at the same time

- it seems to me, that the 2nd accceleration overwrites the first one, so that you get just one new acceleration for 1 min

 

i played around with it a bit, and i never was able to get more than one acceleration. maybe im doing something wrong ?

 




Nope your doing everything right, the real question you should be asking is what exactally is acceleration counter by 1 acually increasing?

I started a thread about the INT line being the weakest one for Fighters for several of reasons which can be seen here:

http://eqiiforums.station.sony.com/eq2/board/message?board.id=achievements&message.id=1730#M1730

Message Edited by -Aonein- on 04-15-2006 06:34 PM

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Unread 04-15-2006, 12:34 PM   #27
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Dimglow wrote:


================================================== ======
Appendices

Appendix One:

The DPS Comparison

Foreword: This appendix is designed to introduce the reader to the ways in which the Offensive Bonus options will affect their character. The math performed here is fairly simple, and is done with models based on ratios, giving it direct translation to actual mechanics, while not being illegible.

There are generally speaking two ways for a Warrior to generate DPS. They are auto-attack(melee and ranged) and combat arts. Both of these categories are specifically effected by certain mechanics multipliers. They are as follows:

Auto-Attack(melee and ranged): +DPS% +Haste% +Critical% +DoubleAttack%
Combat Arts: +Critical%

DPS, Haste, and Double-Attack do not have any effect on your combat art damage. Period. That may lead you to believe that raising your critical chance is the best way to improve DPS, but let's take these options one by one, and compare them.

DPS (Damage Per Second): +DPS modifiers exist in many places, most often in buffs such as Berserk, the Inquisitor Aura line, or the Bruiser group +DPS line. This modifier multiplies the damage you do with every hit by the total % modifier you have. Simply put, you hit harder with every attack. Since +DPS is independent of time, you do not improve your chances for causing any procs, risking any ripostes, or improving interrupt chance. This is a completely safe and neutral option for improving your damage. +DPS caps at 100% bonus, meaning you strike for double damage with every attack. DPS is a simple multiplier in calculations, and as such will appear in many subsequent calculations solely as *DPS.

Haste (Attack Speed): Haste modifiers, like DPS modifiers, are common. Haste is the most common modifier, and involves some tradeoffs. As haste is not independent of time, but instead actively acting on it it does increase the number of chances for procs to occur, increases risk of riposte, increase interrupt chance, etc. Haste also improves the efficiency of your strikes, allowing you to kill slightly faster by not overkilling your opponents as often. Haste, like DPS, caps at 100%, at which time your attack speed is -halved.- A 3.0 speed weapon would attack at 1.5 speed. 100% Haste does not reduce your attack speed by 100%. In calculations the best way to express haste is as a multiplier of (WeaponSpeed/(1+Haste%)) I.E. at 100% haste you would have WeaponSpeed/2.

Double-Attack: Double-attack is relatively new to the game, and currently has very few modifiers. Double-attacks can only trigger on auto-attacks, this includes melee and ranged attacks. Double-attacks are not like normalized procs, and as such are independent of weapon speed. Because of this Double-Attack can be considered much like "another" Haste or DPS, in that it will ultimately play the same role on your DPS, improving your auto-attack dps evenly. The trade-offs for using double-attack are increased riposte risk for increased interrupt rate. The double-attack cap is unknown, but I believe it is likely to be 100%.

Critical (Bonus damage): Critical hits are relatively new to the game. Currently they result in a 30% bonus to damage. Critical hits, unlike other DPS modifiers are capable of acting on Combat Arts, giving them an advantage. However, unlike the other abilities which add completely in "units" (a double-attack is 2 hits, not 1.3 hits) critical hits must be considered carefully, as they only add 30% of the critical chance to your overall DPS. How does that work?

If you had one ability that did 100 damage had a 10 second cooldown, you would expect to do 600 damage in a minute. If you had a 50% critical chance, you would now crit 3 of those attacks (on average) which would increase the damage 30% (or 30 points, 3 times.) Now you've done 690 in the minute, meaning despite your 50% critical chance, you've only improved your DPS by 15%. (50% crit chance * 30% damage modifier = .5 * .3 = .15)


How can you maximize your DPS to fit your playstyle?

There are multiple ways to approach this problem, but we will put modifiers like stats (STR) aside in order to simply compare what is possible within the Achievement system.

First you must consider where your damage comes from. Some players rely on auto-attack for a good amount of damage, while other players continuously use techniques to quickly wipe out their opponents. Let's consider a hypothetical situation in which your character does 25% of their DPS through auto-attack, and 75% through the usage of combat arts.

The achievement lines offer roughly +20% haste, +20% DPS, +76% double attack, and +20% critical rate.

Let's say you do 25 "units" of damage with auto-attack and 75 with combat arts. If you improved this amount by 20% through taking 20% dps, or 20% haste, you would now be doing 30 units of damage with auto-attack, improving your overall damage from 25 + 75 = 100 to 30 + 75 = 105. A 5% boost in damage.

If you took 76% double-attack, you'd improve your 25 units by 76%, turning 25 into 44, or gaining 19 units, bringing your overall DPS from 100 units to 119, or almost a 20% bonus to overall damage.

But how can that be right? That's not balanced at all. Well, keep in mind a few things. First that the double-attack achievement requires a buckler, and second that if a buckler is equipped 2h or DW weapon set can't be used.

How do these options compare differently in this special case?

1h weapons are designed to have 75% of the damage rating of DW or 2h weapons, or in other words, 2h/DW do 33% more damage than 1h.

So going back:
20% haste or DPS with a 1h: 25*1.2 = 30
20% haste or DPS with a 2h/dw: 25*1.2*1.33 = 40
76% double attack with 1h: 25*1.76 = 44

It seems that double-attack with a 1h is capable of competing with 2h/dw auto-attack with +haste or DPS. This established STA's double-attack as the most powerful auto-attack modifier, but also the one with the most limits (1h+buckler only) this is one of the tradeoffs for the high DPS.

How about crits? Remember that crits are 30% modifiers, so they have to be multiplied through, BUT they also effect combat arts.

Before we start, let's figure that out.
20% crit * 30% bonus = .2*.3 = .06, 6% total damage modifier

25 units of auto-attack damage * 1.06 = 26.5
75 units of combat art damage * 1.06 = 79.5
26.5+79.5 = 106 units of damage, or a total of 6% bonus. Remember that +20% haste or DPS resulted in a total of 105 units of damage, or a 5% bonus to damage.

Math aside, how can I maximize my Damage?

If your damage comes more than 25% from auto-attack, you will benefit more from raising haste/dps/double-attack over raising critical. If your damage comes 75% or more from arts, then raising criticals will have the most effect.

If you are using a 1h and shield, you can maximize your DPS by going STA line. If you are using a 2h or DW, you can maximize your DPS by going into haste and DPS (see note below.) If you are relying on arts, focus on critical hits. Remember, balanced by being different but roughly equal.

Sidenote: The "quad damage and octo damage" effect.

Because combat arts have only one modifier effecting them, crit chance, which maximizes at 100% (or 30% bonus) combat arts have a maximum potential of 1.3x. On the flipside, auto-attack has DPS, Haste, and Double-Attack all contributing to it, each of which doubles damage at 100%. If you were able to maximize all 3 modifiers, you would be doing 8x unmodified auto-attack DPS (1 unit *2(Double DPS) *2(Twice as many hits from haste) *2(Double-attack each hit)) = 8.

Also, since these modifiers act serially, and multiply off each other, it is much easier to build a large number. For comparison, 20% DPS or haste may only generate 5 additional units of damage off a starting 25 base: (25*1.2 = 30) however 20% DPS -and- Haste grants a larger effect (25*1.2*1.2 = 36) a six unit bonus instead of only another 5. In order to maximize your auto-attack you will want to keep all of the modifiers as high as possible and as even to each other as possible. If at 50% DPS and 10% haste, and offered 20% haste or DPS, you'd gain more from haste for example.

Sidenote #2: Cyclone.

Dragoon's Cyclone works off of auto-attack damage, and is untested with double-attack as of yet. If you focus on using auto-attack, then cyclone will offer you a way to get that damage to more targets, further increasing your damage by the linear modifier based on number of targets.




While your numbers and calculations are soild, the problem begins with what weapons your using. With 1 handers starting to pop up with 80 - 90 dmg ratings and with a 76% at double attack, 20% DPS, 22% Chance to crit, not to mention that DPS mod buffs and passive abilitys ie: Seasoned Veteran and your chance to crit also effecting the damage output of Buckler Reversal, you can just wipe the floor with any other make or model out there when it comes to DPS makes within the Berserker class. Take some of the 80 dmg rating 1 hand weps out there atm that are 1.6 second delays then add to this number 100% haste, the faster you swing, the faster you miss or hit, which ethier way with the STA line doesnt matter, swing or miss, your going to do damage.

While most wont even consider rolling a make like this because they just refuse to believe it, the truth is, that STA line is somewhat overpowering atm and i think there is a VERY high possibility it will get nerfed which is one reason i havent stuck with it and rerolled out of it.

The other thing id like to comment on about is, this section of your write up can be assumed to be taken form a solo perspective, because once you start making group formations and look at what other classes have to offer the entire sceanrio changes, but this info is great work for a basic out lay on where you can go, like i said, it comes down to group set up, weapon type and like Dimglow also pointed out he has negated STR from any of his calculations which also play a big part in Berserkers DPS. The reason im assuming its from a solo perspective is because its not easy to get 100% Haste solo, im not even sure its possible. Highest i can get mine is 50% solo. 23% item haste with 27% Berserk Proc.

Now dont get me wrong for those who have reading comprehension disabilitys, im not bagging out Dimglow here, the work he has put into this post is by far the best i have seen for any class achievement information, hands down the best, but he has offered a basic out lay here, its upto the player to tweak it, wether it be group or weapon set up.

Message Edited by -Aonein- on 04-15-2006 07:37 PM

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Unread 04-15-2006, 01:24 PM   #28
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-Aonein- wrote:


hakedu wrote:

question about acceleration strike, seems to me that it works differently than described

- it gives you 1 min haste, with a recast timer of 30 secs. so i would say that you can get not more than 2 accelerations at the same time

- it seems to me, that the 2nd accceleration overwrites the first one, so that you get just one new acceleration for 1 min

 

i played around with it a bit, and i never was able to get more than one acceleration. maybe im doing something wrong ?

 




Nope your doing everything right, the real question you should be asking is what exactally is acceleration counter by 1 acually increasing?

I started a thread about the INT line being the weakest one for Fighters for several of reasons which can be seen here:

http://eqiiforums.station.sony.com/eq2/board/message?board.id=achievements&message.id=1730#M1730

Message Edited by -Aonein- on 04-15-2006 06:34 PM



so maybe the acceleration counter is only for chaining the haste. i had no problem to keep the haste constantly up.
 
i dont think the int line is very strong, but i mostly fight with a sword. And getting 22% haste for 5 points is not that bad.
 
 
 
 
 
 
 
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Unread 04-15-2006, 04:50 PM   #29
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-Aonein- wrote:

While your numbers and calculations are soild, the problem begins with what weapons your using. With 1 handers starting to pop up with 80 - 90 dmg ratings and with a 76% at double attack, 20% DPS, 22% Chance to crit, not to mention that DPS mod buffs and passive abilitys ie: Seasoned Veteran and your chance to crit also effecting the damage output of Buckler Reversal, you can just wipe the floor with any other make or model out there when it comes to DPS makes within the Berserker class. Take some of the 80 dmg rating 1 hand weps out there atm that are 1.6 second delays then add to this number 100% haste, the faster you swing, the faster you miss or hit, which ethier way with the STA line doesnt matter, swing or miss, your going to do damage.

I'm afraid I don't follow what you're trying to say, specifically you state that Seasoned Veteran will affect the damage done by Buckler Reversal. Seasoned Veteran is a DPS% bonus, and Buckler Reversal is a combat art. They have no affect on each other. Buckler Reversal, being a combat art, is effected by Skill Rank, Strength, Crit Chance, and any combat art mod applied (such as bind wound or a triggered Executioner's Fury.) +DPS% has no effect at all on Combat Arts.

While most wont even consider rolling a make like this because they just refuse to believe it, the truth is, that STA line is somewhat overpowering atm and i think there is a VERY high possibility it will get nerfed which is one reason i havent stuck with it and rerolled out of it.

STA line is built for soloists and generalist group players I believe. The perceived bonuses and perceived penalties (many people hate the buckler) play against each other awkwardly, but hardly to the point of demanding a nerf. Currently it is the most "bang for your buck" out of any achievement line, but it also has the greatest cost in equipment use and oppurtunity cost of point use.

The other thing id like to comment on about is, this section of your write up can be assumed to be taken form a solo perspective, because once you start making group formations and look at what other classes have to offer the entire sceanrio changes, but this info is great work for a basic out lay on where you can go, like i said, it comes down to group set up, weapon type and like Dimglow also pointed out he has negated STR from any of his calculations which also play a big part in Berserkers DPS. The reason im assuming its from a solo perspective is because its not easy to get 100% Haste solo, im not even sure its possible. Highest i can get mine is 50% solo. 23% item haste with 27% Berserk Proc.

Analyzing strength in these calculations is fairly pointless, as one could assume that it is going to vary little between each build (the only exclusion being if someone uses the Strength/Executioner's Line, in which case they will probably have 16 higher strength, or 1-2% more potent attacks.) The "negation" of strength is instead a simplification, allowing for DPS to be looked at as unit-like, almost like a currency, which allows the generation of valid numbers for all level ranges under comparable gear, like a legendary level 30 2h vs a legendary level 30 1h. Also, saying that the guide is designed for solo: I can see what you are attempting to say, however should anyone have a static group, or a common group, or even a theoeretical group situation they would like to test, I have provided the framework for them to run their own calculations. However, since +haste, +dps, +double-attack, +crit, etc etc are all multipliers (like strength) and it is unlikely that the team you are grouping with is going to suddenly lose the buffs they place on you, we can make the assumption that they are all constant, and thus we retain our simplified formulae. The only exceptions to this rule are cases where in a group situation you break caps on these values. If your group provides you with 100% haste it would be foolish to spec INT for example, I would hope that would be self-explanatory.

Now dont get me wrong for those who have reading comprehension disabilitys, im not bagging out Dimglow here, the work he has put into this post is by far the best i have seen for any class achievement information, hands down the best, but he has offered a basic out lay here, its upto the player to tweak it, wether it be group or weapon set up.

Thank you. I don't understand your comment about reading disabilities though, perhaps you could explain that better. My goal, like you stated, was for players to use the tools and comparisons I have provided here to tailor the achievement lines to their personal playstyle, the gear available to them, and even flavor. My goal is to provide a fairly neutral (nothing is perfectly neutral), informative, and understandable guide to achievement, and how you can build a warrior you enjoy.

Message Edited by -Aonein- on 04-15-200607:37 PM



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Unread 04-15-2006, 05:10 PM   #30
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Kosmetas wrote:
Any opinions on how one would spend points for tanking/survivability & aggro generation?


Because the Defensive Bonuses are Tier 4 for each line, and it takes 12 points to reach, then 8 to fill a defensive option, you will find yourself choosing two of the five available options.

The options are (roughly):

+10% hate generation, +4.5% evasion, +4.5% mitigation, +4.5% parry.

STA line can not be compared in the case of attempting to build a maximally defensive warrior, as the STA line requires a defensive tradeoff to use, and its Tier 4 Defensive Bonus is oriented towards undoing the loss.

While I am not entirely 100% sure of this, I believe I read elsewhere that the order of defensive checks is: Parry -> Block -> Evade -> Other -> Mitigation.

Because you are interested in both threat generation and defense, you should ask yourself this question: Am I looking to build an "AOE" tank, or am I looking to build a single target tank?

In the case of an AOE tank you would prefer to have AOE damage/threat generation and AOE avoidance (AGI line) whereas in the case of single targets you would be interested in single-target damage/threat generation and avoidance (STR/INT lines.) You can check my FAQ for the benefits and penalties of the different offerings within the line, such as INT risking more ripostes (which is unfavorable for a raid tank.)

If you are leaning towards casual grouping (6 man dungeon play etc) then I would suggest considering the agility line, especially if you fight enough AOE content to warrant it, or you are a berserker who enjoys their AOE damage. If you are looking to be a raid tank, then I would suggest looking more towards STR and possibly INT. The DEF bonus from AGI is unlikely to help you as a raid tank, as you will probably be buffed by the raid to cap, thus rendering the bonus useless. STR is most likely suited best to raid-tanking, as it acts as a straight multiplier to threat generation, your main concern in a raid situation. After selecting one of STR, INT or AGI I would say invest points in it at 4 4 4 8 (20 points spent.) Leaving you 29 points, and then...

The WIS line is a very strong supplement to any line. And if you are interested in very dedicated tanking of especially high end content you may want to place points in it all the way to Demolish (28 points, placed 4 4 4 8 SMILEY which will improve your accuracy in D stance and allow you better threat generation by landing more CAs. Warriors are mitigation tanks, so playing to our strength is always good, as this line will improve your mitigation by ~4.5%. Also improving your accuracy and lowering riposte rate is always useful.

The final point you have left can be put anywhere that makes you happy. :smileyvery-happy:

Hope that helps! I may come back to flesh this out further in the future and add it as another apendix if people find it useful. I was hesitant to comment much on defensive aspects as my tanking experience is limited to solo situations, duo, 6-man groups, and epic x2 encounters. (Little x3 to x4 experience.) So I simply wanted to avoid saying something cardinally wrong to raid tanks.

Maybe a berserker who does have a good deal of raid experience could offer me some insight, so I could refine a defensive appendix?

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