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Part 2: The Optimized Paladin - Dungeon Fun (Sessions 3 & 4) Goal: Secure guaranteed high-value items and use the left time on long camps. Time Elapsed: 13 hours 1 minute, 23 hours 59 minutes total Session 3 (3:03h): Setbacks & The Great Shield This session started with a crushing disappointment but ended with a key Paladin tanking item.
Session 4 (9:58h): The Final Push The longest and most intense session, defined by bravery and force of will.
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Part 3: The Final Score, Analysis, and Conclusion Time Elapsed: 23 hours and 59 minutes of traveling and farming, or 24 hours and 5 minutes including the final shopping trip. Goal: Exceed the utility and quality of Run 1's gear (1691 Points). Final Score Calculation The final result confirms the strategic route planing was a resounding success. I secured numerous key accessories that provide much higher stats than the gear of Run 1. https://i.imgur.com/JGRWddI.jpeg Alligator Tooth Earring Shrunken Goblin Skull Earring Etched Iron Collar Steel Mask Blackened Alloy Coif Ring of the Rockchanters Platinum Skull Ring Etched Iron Bracer Etched Iron Vambraces Iksar Scaled Gloves Hero Bracers Crested Spaulders Steel Breastplate Hooded Black Cloak Blackened Alloy Girdle Shin Greaves Steel Plate Boots Blackened Alloy Longsowrd Marr's Promise Bag of Sewn Evil Eye Kobold Shaman's Pouch Scoring Formulas: Gear: 1 AC = 10 Points +1 HP = 2 Points +1 Mana = 1 Point Primary Stats (Sta) +1 = 2 Points Secondary Stats (Str, Dex, Agi, Wis) +1 = 1 Point Main Resists (Magic, Cold, Fire) +1 = 2 Points Secondary Resists (Poison, Disease) +1 = 1 Point Weapon: Damage / Delay * 250 = Base Score Low Agro Proc (DD, DOT) = 100 Points High Agro Proc (Debuff, Stun) = 200 Points Utility: Weight Reduction Bags: not quantifiable Minor buff Clicky with unlimited charges: 50 Points Major buff Clicky with unlimited charges: 100 Points Total Stats: 141 AC, +115 HP, +20 Mana, +24 Str, +14 Sta, +3 Dex, +3 Wis, -5 Cha, +10 vs Magic, +14 vs Poison, +16 vs Disease, +6 vs Cold, +6 vs Fire, Grim Aura Clicky Final Score: 1928 Final Analysis: Strategy vs. Luck The final score of 1928 Points is a massive victory, not just for the points total, but for the higher AC and +HP of the final Paladin gear set. This represents a substantial 237-point improvement (14%) over the first run and validates the strategic shift to an efficient route.
The challenge confirms that a 24-hour limit is enough time to get a suitable set of gear solo as a naked 60 Paladin. *** Now that the Paladin "retired" from the challenge for the moment, I am looking forward to see others attempt the challenge. Especially with an entirely different class. |
very well done, appreciate a good sperg writeup
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Question: Have you tested this gear in group content? For a level 60, the AC / HP alone makes it seem like you'd need a lot of heals.
EDIT: not to disparage your work, this was a great read and very interesting. |
Meh IMO at level 60 if you're doing level appropriate group content, the mobs are going to be hitting hard and fast enough that I don't think it would make an absolutely massive difference. Plus it's a mix of CH & celestial healing anyway, plus close to max level buffs. You'd be fine
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No, I switched back to my real gear after run number two instead of taking the challenge further. But I am sure that I would be able to tank any group content in KC easily with that gear and with a good group even in Old Sebilis. The reason for this is that level matters more than gear. I usually start to go to KC at level 52. At level 52 I had 1648 HP naked and now at level 60 I have 2059 HP naked. With the twink gear I had on my Paladin at level 52 I had circa 2000 HP unbuffed. With the gear from run 2 I had 2231 HP unbuffed at level 60. So my HP at level 60 with mediocre gear is higher than it was at 52 with level appropriate gear. My gear back then had about 159 AC. The set from run 2 has 141 AC. Furthermore the higher level you are vs a mob, the more it misses you. So at 60 I would get hit less often than I did at 52. That is why I have no doubt that the gear from run 2 would let me tank easily in a group in KC. Giving me the opportunity to get a set of Jarsath Scale armor, Deepwater Boots and a Baton of Faith. Quote:
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https://i.imgur.com/gp5Hmqy.jpeg https://i.imgur.com/unP3ovw.jpeg It wasn't hard or close. I had 2 blues left after the fight and full HP. |
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Rags to Riches is just a sweet guild name, could be the whole theme to do raid mobs or raids in rags. Try and tear thru PoH/PoF/PoG, velious city zones, HoT/WToV, etc. I'm guessing the coldain armor sets from dwarves help the plate classes.
Just declare a start date, everyone stores their main gear and kick ass in 24hrs with whatever you find. Even start with nothing but summoned weapons. |
Very cool idea and I love the writeup! I'm inspired to do this challenge on my ranger. There's a couple things that should make it an extremely efficient class for this challenge. Travel efficiency: With Sow/Wolf Form and Levitate, travel time is greatly reduced, making it more feasible to check out an extra zone or two. Dungeon Sniping: Superior Camouflage and Harmony make it easy to get around dungeons, and Tracking lets you quickly see what nameds are up. DPS advantage: good offensive spells and dual wielding allow for high damage output making relatively tougher camps more possible without needing intermediate armor pieces first.
Scoring changes: For offhand weapon, I think the mainhand points formula should be used, multiplied by the DW probability at 60, or 75% for rangers. Haste items aren't mentioned; I propose they be used to modify the weapon delay in scoring: Damage / (Delay / (1 + haste)) * 250 = Base Score. For archery, I think we just use the same formula for mainhand weapons. Could also reduce it by half to account for the fact that if the goal is to gear for grouping, you don't use archery in groups very much. |
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