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2.0 BiS Gearing and Crit


SafeJungleFever's Avatar


SafeJungleFever
04.15.2013 , 06:09 AM | #1
I haven't been able to accumulate enough gear to really start playing around yet, nor have I had the time to start number crunching this stuff, but I am up to date on the work of Keyboard Ninja, Kitru, et al.

A lot of people are saying no crit at all now but I'm not sure if I fully buy into this. As I've mentioned before, we DEPEND on crit structurally due to the surge bonus of two of our most important abilities (Full Auto and Demolition Round). This HAS to affect the equation somewhat as we get slightly more out of crit than a class wtih no surge bonus. Off the top of my head, about 50% of my dmg comes from these two abiltiies. a 30% increase in surge, on 50% of our abilites makes crit worth about 15% more than the baseline DR curve would suggest. Again, I haven't done the number crunching to see if this pushes crit ahead of power for part of the DR curve or not, but it could certainly influence it. My gut says we should take at least some crit, but again not sure.

The other complicating factor here is the amount of surge we end up carrying on our gear. Obviously the more surge we carry, the more helpful crit will be. The surge/alacrity/accuracy debate is largely unsettled but if we do end up stacking surge, that would shift the crit curve even more.

Wanted to check in with others and see their thoughts.

Vegihan's Avatar


Vegihan
04.15.2013 , 09:46 AM | #2
The reason for no crit is that it will take so much crit to get close to DR that you will have to rely on RNG to get good numbers. If you end up having bad luck with your crits, your dps will be extremely low. Similarly, if you are lucky with your crits, you can put up massive numbers. Since stacking power will generate consistent number, the general consensus is to stack power and surge so when you do crit it will be big.
<Covenant of the Phoenix> (The Shadowlands)

ArchangelLBC's Avatar


ArchangelLBC
04.15.2013 , 11:14 AM | #3
All classes have at least a 30% boost to crit multiplier to some ability or another in their DPS trees with the exception of smash which has a 15% crit multiplier bonus to ALL abilities. The ones that would possibly consider crit are the ones with larger bonuses, i.e. Infiltration Shadow which gets a 50% crit multiplier to both Force Breach and Project.

Right now I'm using the 69 mods and enhancements that I've gotten with crit on them because their other stats push them above, in my opinion, but I honestly haven't done the math so I may be being foolish. Still, I don't plan on maintaining more than about a 26% Crit rate when fully buffed. Everything else into power.
In update 2.9 the game will simply uninstall itself for you.

-Wnd

Lowyjowylof's Avatar


Lowyjowylof
04.15.2013 , 05:38 PM | #4
After getting some of the new pieces and playing around a little I to have been reducing my crit rating. Main Stat right now is giving way more to everything than any of the secondary stats. I also pulled my Dread Guard Relics for my WH Power relics. I am up to 2829 Aim with a lot of my suit left to go and almost 1100 power. I only 2 pieces I will keep that are not new will be 2 63 armorings for the 2 piece set bonus.

With crit being hit like it did, getting 4k+ crits from GR does make up for it. Right now I only plan on keeping 4 pieces with accuracy, and 3 pieces with crit rating, I may drop that down depending on what numbers look like with my suit being finished.

I'm still not completely sold on alacrity, and that is only because of ammo management, especially with losing the free HIB with the set bonus. I do have it talented though with AP Cell it's 5%.
Battle is an orgy of disorder.
George S. Patton

haksilence's Avatar


haksilence
04.15.2013 , 05:56 PM | #5
Alacrity increases anno regeneration for the same amount that it reduces cast time. At least down toiniscule rounding error which makes you come out slightly behind, but that's only relevant on extremely long parses and does mot account for much at all.
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Khevar's Avatar


Khevar
04.15.2013 , 07:42 PM | #6
Quote: Originally Posted by haksilence View Post
Alacrity increases anno regeneration for the same amount that it reduces cast time. At least down toiniscule rounding error which makes you come out slightly behind, but that's only relevant on extremely long parses and does mot account for much at all.
One of the complaints about alacrity for a Gunnery commando, is that it doesn't impact Cell Charger , which is a key part of ammo management for that build.

A small amount of alacrity is not likely to have a noticeable problem, but larger amounts would result in an energy-negative rotation requiring more uses of Hammer Shot than a 0 alacrity build.

I'm sure more will come to light once enough gear is available at the higher levels to actually try different things out. But for now, for my initial gear build, I'm planning on 0 alacrity.

haksilence's Avatar


haksilence
04.16.2013 , 06:17 AM | #7
That is true but you have to remember if in 10 seconds (6.6 global cool downs with no alacrity) you can fill 2 grab rounds a full auto a demo round and HiB. But if you had alacrity and you would have more time at the end to throw in extra abilities in there so if in that same 10 seconds with some alacrity you were able to do the same rotation but with a hammer shot on the tail end, you would still come ahead with more DPS
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haksilence's Avatar


haksilence
04.16.2013 , 06:20 AM | #8
Just my thinking, I may be wrong but I certainly wouldn't go with zero alacrity.
It all depends on the point at which the rotation would be come ammo negative because with a moderate amount of alacrity if it causes your rotation to be slightly ammo negative than this may be remedied with 1 or 2 hammer shots throughout a boss fight (which in many fights your forced to do more than that in high mobility portions of the fight)
10/10 NiM Dread Ops
Archon Jaberse, Captain Morgan Spice'rum, Gatecrasher Kithide Ameranthine
<Aisthesis> and <Postmortem>
Quote: Originally Posted by Ardarell_Solo View Post
Mr. Captain Morgan Roll/Rummaster ^^

BronxBrewer's Avatar


BronxBrewer
04.16.2013 , 11:17 AM | #9
So i should be taking power over crit ?

Khevar's Avatar


Khevar
04.16.2013 , 11:28 AM | #10
Quote: Originally Posted by haksilence View Post
Just my thinking, I may be wrong but I certainly wouldn't go with zero alacrity.
It all depends on the point at which the rotation would be come ammo negative because with a moderate amount of alacrity if it causes your rotation to be slightly ammo negative than this may be remedied with 1 or 2 hammer shots throughout a boss fight (which in many fights your forced to do more than that in high mobility portions of the fight)
It will be interesting when we have enough gear pieces to swap things around and actually try various combinations.

Remember, adding alacrity into your stat budget will be at the expense of accuracy, power, crit and/or surge. I really hope that alacrity and crit can be more useful, as a power-only build is pretty boring (and there is a TON of alacrity gear at the vendor).

When I was on the PTS I stacked enough alacrity to get to +10% cast times, and it was fun, but when I swapped that all for power, I did more damage over a 5-minute parse as each attack was doing more damage.