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Alacrity Soft Cap?


keedo

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I believe the soft cap for crit chance is 20%.

 

It isn't.

 

And I don't know why people still insist on giving a specific percentage of your total crit chance when trying to determine a "soft cap" for critical rating. This has so many problems, since your total crit chance depends on so many other variables.

 

1. You get crit chance from main stats, and while the crit chance from is subject to diminishing returns too, it has a completely separate diminishing returns curve that does not affect at all on how much diminishing returns you have on crit chance gained from crit rating. Meaning even if there was a specific point of your total crit chance at which people on average reach crit rating soft cap (and I'm sure it is not 20%) then even if you had reached that percentage you would not know based on just that if you have reached the soft cap, because you could have reached the said percentage with either higher than average amount of main stat and low amount of crit rating at which case your crit rating would be below soft cap, or lower than average amount of main stat and high amount of crit rating at which case the crit rating would have gone above soft cap.

 

2. As new gear tiers get added to the game you get more main stat and the amount of crit chance gained from main stat goes up a little bit, meaning you would reach the same percentage with less crit rating meaning even if you were near the crit rating soft cap before, you would be able to go for much higher total percentage without reaching the soft cap after. This was huge flaw in most of the popular class guides back in 1.7, as people kept suggesting same total percentage for those in fully augmented dread guard, that was calculated assuming the average main stat crit gain of stock rakata.

 

3. Some classes have talents in their skill tree that increase their crit percentage and some don't. These are not affected by diminishing returns at all, meaning those that have them could go that many percent higher without reaching a soft cap. Many bad class guides used to just suggest same percentage for every class regardless of whether they had these or not, which is just wrong.

 

4. Some classes benefit more than others from high crit chance. If you have talents that make some abilities gain extra benefits when they crit then crit becomes more valuable and if you have some abilities that can become guaranteed crits, then crit becomes less valuable and so on. These may affect that what is optimal amount of crit rating is not always at the same point in the crit rating diminishing returns curve for everyone.

 

To recap:

In either way, even if we don't take point 4 into the account, if you want to accurately determine whether or not you have truly reached a crit rating soft cap, then you should be looking at how much crit rating you have, and not your total crit chance, which is affected by more things than just crit rating.

 

 

For some other stats like surge for example, it is more acceptable to look at the total percentage, since it is not affected by other stats and the part that does not come from the gear stats is the same for everyone.

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  • 3 months later...

And I don't know why people still insist on giving a specific percentage of your total crit chance when trying to determine a "soft cap" for critical rating. This has so many problems, since your total crit chance depends on so many other variables.

 

the number of times ive tried explaining this to people in /1...

telling them to STOP using sites like noxxic.

only class specs i can think of that specifically require crit to function are lethality (agent) and corruption (sorcerer). madness (inquisitor), annihilation (marauder) and medicine (operative) benefit more than other classes but to a less extent than the 2 above.

Edited by WobblyBits_X
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Sigh...

This thread is a comedy of errors, apart from Eternalnight's post. You people are not qualified to give advice on crit rating.

 

Alacrity rating target will depend so much on your surge rating (and therefore your crit rating) and your playstyle that trying to analyze it is pointless. Just get 1 alacrity piece and 3 surge pieces; beyond that nothing really matters.

Edited by MGNMTTRN
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Sigh...

This thread is a comedy of errors, apart from Eternalnight's post. You people are not qualified to give advice on crit rating.

 

Fight the good fight.

 

The takeaway:

Do not try to make decisions based on overall critical percentage. Look at your crit rating. Then look at your other ratings. Evaluate them as a whole (what abilities do I have that are natively improved by skill points? which abilities do I use the most and what would most improve those abilities?) and adjust your equipment modifications accordingly.

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from ino's spreadsheet at mmo-forums, he suggests 285 crit for healing with 474 alacrity.

for concealment and lethality (operative) you go with 395 accuracy from enhancements, and an even split between surge and alacrity, and one accuracy augment. )this is assuming you have the bonuses from companions)

 

for sniper, it looks like an even split between accuracy and surge is good for marksman, engineering and leathality/engineering hybrid (o crit), based on x-boson spreadhseet. from trying to optimize numbers based on lethality rotation, 316 alacrity, 316 accuracy, rest surge with 0 crit looks best. oddly enough, one accuracy augment decreases dps by like 0.5.

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