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#1
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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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#2
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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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#3
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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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#4
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50 pages on starting stats for an iksar sk
never ceases to amaze | ||
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#5
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So what are the reasons for the extra values above the enormous spike (on mr turtle)? Is there a further random element to damage? Like a random bonus damage which is only sometimes added? I remember reading about such a thing in the past but can’t find much specific … just ‘internet wisdom’
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Last edited by Jimjam; 08-15-2023 at 01:12 PM..
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#6
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No matter how small the DPS increase is, its still better than INT.
Add in the extra weight carry and its a no brainer. | ||
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#7
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You do not need 200+ STR to carry everything you need, I have leveled two melee characters with less than 200 STR and did fine. They were carrying FS weapons from guards a lot of the time too. Bazgek did not have 200+ STR for most of his leveling career, and Sznake never had more than 140ish STR. They picked up everything, including heavy stuff and coin. Both STR and INT are providing small bonuses, but INT will take you longer to cap. This means INT will give you it's small bonus for a longer period of time.
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Last edited by DeathsSilkyMist; 08-15-2023 at 01:35 PM..
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#8
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#9
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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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#10
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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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