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02. 08. 2016, 15:56

Psi's Stats (Discussion)

I wanted to open this discussion to see which stats people think are the best for a lvl 70 Psi.

For that i used this 2 threads:

http://allods.my.com/forum/index.php?pag…&threadID=10679
http://allods.my.com/forum/index.php?pag…&threadID=11241

I will focus in the offensive stats for the "Assault" build, but i invite others to post about others.

Citation

Offensive Stats
Proficiency: 1 point = 0.10% increased damage and healing
Determination: 1 point = 0.0015% increased damage and healing per Determination value
Brutality: 1 point = 0.002% increased damage and healing per % health lost on the target
Critical Chance: 1 point = 0.1% increased Critical Chance
Critical Damage: 1 point = 0.2% increased Critical Hit Damage
Double Attack: 1 point = 0.1% chance to cast abilities twice
_______ Damage (They are all the same): 1 point = 0.17% increased _______ damage. Increases healing by 0.1%
Fury: 1 point = 0.25% of your damage leaves wounds.
Swiftness: 1 point = 0.1% reduced cooldowns.


From: http://allods.my.com/forum/index.php?pag…&threadID=10679

Proficiency: this stat is ideal to keep a balance between astral and physical damage. This is the safe way to go.

Determination: can give a better damage than proficiency but is only useful against hard to kill enemies and i find it very hard to keep it up. So, i use gear with determination only if i don't have any better option for that slot.

Brutality: is easier to use than determination but i don't see much use for it. Against weak enemies, it doesn't matter, they are dead when they reach 50% of their hp, so don't need brutality for them; and against the strong ones, well, i prefer to keep a constant damage over all the fight than have more at the end of it.

Critical Chance: this stat is needed to trigger some of our rubies, so, we need some % of it (don't forget there are 3 rubies that rise our chance, by 3% each, when the target is under our Mental Link)

Critical Damage: for now i don't focus on this but i have the question of how useful it could be: after all, we need some critical chance and the increase of damage of critical damage is very nice. Maybe someone tryed it and can give some feedback about it.

Double Attack: i have many questions about this if someone tryied it: wouldn't it help to "build" our debuffs faster, like pyrolysis, for example? also, this works with the phantom skill?

Holy Damage: this is ideal for all the ones that one to focus on Astral damage, since it rise your damage by a bigger % than proficiency, but remember you will lose damage from your Physical skills.

Physical Damage: same as Holy Damage but for the ones that want to focus on Physical damage, still, i think it would be less effective than Holy damage for the Assault builds. Maybe could work if you want to focus in aoe/dot damage.

Swiftness: i think it isn't very useful for an Assault build, since we alredy have rubies that reduce our CDs but ofc, i could be wrong.

As for my personal taste, i go with Holy and Proficiency, with some Critical Chance (not more than 2 or 3 items). And for the slots in which i can't have those i use Determination or Critical Damage.

This post has been edited 1 times, last edit by "yosuf3" (02.08.2016, 16:59)


2

02. 08. 2016, 16:09

what i researched:

for PVE DPS = determination & brutality
so its like with 50/50 prof / brut; 1 deter at 100% = 1,6 prof (?) before in an earlier patch it was 1 deter at 100% is like 2 prof
secondary stats = critchance where possible
def = concentration & bloodlust

for PVP DPS(in supportaspect) = proficiency & brutalitly; vs healing enemies is more proficiency important, if no healing enemy then more brutality; as there are so many heals in general more proficiency
def = concentration & bloodlust

for PVP CC with intention to kill enemies (suppressionaspect) = physical dmg
def = various resistances (or vitality) - due to low dmg there are no noteable gains from concentration & bloodlust

for PVP CC with intention to just lock enemies (suppressionaspect) = swiftness
def = various resistances (or vitality) - due to "no" dmg there are "no" gains from concentration & bloodlust



holy dmg is only intersting for customized builds for certain situations, but not for general use

This post has been edited 2 times, last edit by "ALLODS-ONLINE-PLAYER" (02.08.2016, 21:41)


3

02. 08. 2016, 18:31

for PVP CC (suppressionaspect) = physical dmg
def = various resistances - due to low dmg there are no noteable gains from concentration & bloodlust

This is wrong.

Swiftness all the way for Suppression, your role isn't dealing damage in this aspect, if you want to do that - go support.
You can't get enough damage in Suppression aspect without heavily compromising your main role - locking enemies down.

Swiftness chops off cooldowns of CC, defensive and resource skills (like Phantom) very nicely.
Actually it's the only really useful offensive stat for this aspect.

As for the points you spend (for Suppression aspect), I suggest putting them into Vitality (all the way) or some of them into Willpower (only if you can reach next "breakpoint").

At least this applies for p2p server, I heard suppression is not even viable on f2p (since everything dies much quicker there), but didn't play there so I can't really tell.

Everything else in this post is pretty much spot on.

This post has been edited 2 times, last edit by "Dala" (02.08.2016, 18:44)


4

02. 08. 2016, 21:44

ty for your input, i adjusted my previous post accordingly
- it was unclear that i meant an offensive version of cc-spec (enough damage to kill players but also enough controleffects to stunlock) and did not listed the "hardcore" cc version at all

and yes, also on free server with all the various improvements the cc-aspect is not valuable in total in almost every case
only exception i had when in deserted farm on a cannon there were 2 enemies, 1 extremely strong fullhealer and a strong dps while i was with a fellow strong dps; i changed to CC build to disable the FH which made it possible for the dps with me to kill the other dps

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