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#521
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You are making the argument that something is 'likely'; I disagree, but even if it were 'likely', that is not a sufficient standard of evidence to make the assumption that the EQEMU damage calculations are correct for P99. Think about the absurdity of that. Why are resistances so different on P99 vs other emus? Channeling? It's all fucking different. | |||
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Last edited by Lune; 08-15-2023 at 02:21 PM..
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#522
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There are only 4 things a person can do to directly influence their melee dps without buffs: -better weapon setup (ratio etc) -more worn haste -more strength (up to the cap) -worn attack items There is a reason every melee strives to have as much str as you can - all the way up to the 255 cap. All things considered equal, the player with more strength will put out more than the player with less. An Iksar sk is not going to be getting to 255 str without maniacal str AND focus stack until you start thinking moderate to high level raid gear. This is well beyond an iksar SK alt to mess around with greenmist. Sure with avatar, but for that they are either a high end raider with BiS potential and their own proc or a level 60 shaman following them around. Let’s use my warrior as an example. Starting strength of 100. I dumped most or all of my starting stats into dexterity because procs are the lifeblood of warrior threat. I don’t know if I put 5 points into stamina or not. I honestly don’t remember. Here’s my warrior with 100 naked str: https://wiki.project1999.com/Magelo_Blue:Bedavir My gear what you’ll expect as a very well geared casual raider. Nothing overly flashy but solid enough and beyond the level the OP is probably going to take their SK. Meaningful upgrades from here are going to be mostly limited NToV, kings, AoW/Statue, Tunare and sleepers. I’m sitting at 186 strength. If the iksar sk put all 20 stats into str and had comparable gear … it would be pretty similar. Focus gets me to 253 str. Less if I have to put in some resist gear for whatever reason.
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#523
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The database is where P99's magic comes from, not simple code calculating things like max damage or mitigation.
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#524
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#525
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That is why any worn haste item is giving you such a large boost to DPS over STR. I have shown that there are going to be a lot of scenarios in which a 4-5% DPS boost is not going to give you any more kills per hour. Like INT, you will sometimes get the benefit, and sometimes not. Factoring in how easy it is to get STR https://www.project1999.com/forums/s...&postcount=300 , there is less reason to worry about STR as a whole, especially on melee classes. That is why INT is generally the better starting stat objectively speaking. I am not trying to say that STR is bad, or people who put their starting stats into STR made a mistake. I simply want to let people know what the objective answer is, so they can decide if the shorter term gains from STR make more sense. I think this is a fair answer to OP's question, which is what I have been saying the whole time: 1. INT is the best starting stat for SK's. 2. Starting stats do not affect your character enough to worry about them. You can put all your starting stats into WIS and it wouldn't matter. 3. STR is a good choice for your first character on a server, or a self found character. Twinked characters will probably have enough STR and WR bags already. Quote:
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Last edited by DeathsSilkyMist; 08-15-2023 at 02:38 PM..
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#526
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What I’ve perceived dps useful for is making each individual fight a little shorter and safer. The longer a fight goes on the more chances the opponent has to spike, getting you low health and forcing you to do an extra tap, spend quaff a pot or whatever. | |||
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#527
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I feel like I’m arguing with an imbecile here! No haste: 40 = 40 = 4 seconds between melee rounds 34% haste: 40/1.34 = 29.8507 delay = 2.985 seconds between rounds 68% haste: 40/1.68 = 23.8095 delay = 2.38 seconds between rounds 100% haste: 40/2 = 20 delay = 2 seconds between rounds A better way to think about it? Swings rounds per 10 minutes: No haste = 150 34% haste = 201 68% haste = 252 100% haste = 300 600 seconds divided by time between swings. You don’t get “more value from the first 34% haste”. You get linear returns on haste up to the haste cap. What. The. Literal. Fuck?
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#528
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"Hey guys, killing this bard that only spawns every 6 minutes faster, only saves you a a little time every hour!"... meanwhile every single knight who is grouping or actively and consistently playing their character is seeing the full bonus and doing 5-10% more damage which, as both I and troxx have said, is whopping. Quote:
It all boils down to sustain vs. max. DPS is a variant of sustain; killing something faster scales multiplicatively with all the numbers of combat, dips into many different buckets, and ultimately saves you resources (mobs do less damage to you, you potentially get to spend more time medding, etc). It improves the efficiency of your character. Sustain is far more valuable in EQ. Max mana only has one-dimensional utility, other than a few, extremely rare scenarios such as surviving a fight specifically because you spiked from 100 to 0 and that small difference in max mana was the difference. | ||||
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Last edited by Lune; 08-15-2023 at 02:57 PM..
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#529
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If 5 extra seconds of fighting is extremely dangerous, that probably means you are fighting a mob that is too difficult to begin with. The difference between 20 DPS and 21 DPS on Travis Two Tone is 2 seconds. Quote:
I have also shown you examples of where you get 0 kills per hour, because respawn rates are a real factor in the game. They are not artificial. Different camps have different DPS thresholds that result in diminishing returns.
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Last edited by DeathsSilkyMist; 08-15-2023 at 02:56 PM..
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#530
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