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Ask/Tell: The Melee ThreadFollow

#27 Apr 01 2006 at 3:58 PM Rating: Good
Quote:
Dodge % mods are useless because they simply raise your "dodge" skill, it only gives a couple extra points and in the end barely raises your dodge to be noticable. I gotcha covered.

little more than that, really, but in the end, the effect is the same. a 30% dodge bonus is like a .05% avoidance bonus
#28 Apr 01 2006 at 8:44 PM Rating: Decent
Think Tastian, the beastlord class corr. put each 25 avoidance at 6.5% less chance to get hit. I thought the avoidance cap was at 100, but I could be wrong. All the shielding mods cap at 35, i.e. Dot shielding, spell shielding and shielding.

Each 15 accuracy adds 1dps. Think the cap on that is 100, too.

Dodge mods aren't useless...just not that effective, but they do add to your overall tankabilty. The same dodge mod will be more or less effective, depending on the dodge skill of the class using the mod.

Each 15 CE is the same as a level of Weapon Affinity. Melees will benefit greatly by gear that has CE. If you are a class that has limited double attack, Weapon affinity will make your big proc'ing weapons even more effective.

Edited, Sat Apr 1 20:52:19 2006 by Wiestrum
#29 Apr 01 2006 at 10:09 PM Rating: Decent
mothompson wrote:
Avoidance: adds to AC, does it do anything else?


AC, as displayed in your window, has two factors to it: damage reduction and damage avoidence. Avoidance increases your damage avoidence rate, and, hence, your AC (since its based off, in part, your avoidence).

mothompson wrote:
Combat Effects: what does this do?


Increases chance to proc.

Some procs have inniate chances as low as 60-ish.. its possible to get Combat Effects to about +100, I believe is the cap. To these effects, 160/60 = ~2.67, so that's over one and a half times more likely to proc on them. Others have proc rates as high as 400.. 500/400 = 1.25, so only 25% better chance to proc.

mothompson wrote:
DoT shielding X%: does this shave X% of dmg off the top from NPCs casting DoTs on you?


Yup. (Capped at 35%, I believe.)

Edit: Corrected a grammar mistake.

Edited, Sat Apr 1 22:22:34 2006 by ReofblMobile
#30 Apr 01 2006 at 10:12 PM Rating: Decent
Wiestrum wrote:
Each 15 accuracy adds 1dps.


It's said that 15 Accuracy adds approximately 1% DPS. However, this is an approximation based off several high-end testers and their gear. In other cases, it very well may be higher or lower. 15 Accuracy = +1% DPS is just an estimation to give others a rough idea of how much it's helping them.
#31 Apr 01 2006 at 10:20 PM Rating: Decent
Dex does affect your chance to hit.

Dex also affects:
-Chance to proc
-Bow damage
-Chance to suceed on many combines/skills

I respect the fellow who said it doesn't's opinion and input on things, but I'd be deeply surprised if I was wrong about chance to hit.

It may also affect more things.. not recalling any others at the moment.
#32 Apr 02 2006 at 12:07 AM Rating: Default
Quote:
but I'd be deeply surprised if I was wrong about chance to hit.


That's exactly how I was feeling. On my new rogue I started, he was hitting about 80% of the time with his 5 skill in piercing at level 1 for full damage; a stark contrast to what I'm used to on many of the other alts I've started who are melees. Maybe it's just me. He had about 181 dex at this point, which stands out a lot from standard starting stats.
#33 Apr 02 2006 at 1:22 AM Rating: Decent
Your chance to hit is based on your attack, your melee skills, the mobs defensive skills, and if you are attacking from the front, or the back. It's not based on your dexterity.
#34 Apr 02 2006 at 1:25 AM Rating: Decent
no offense but czae knows his stuff.
#35 Apr 02 2006 at 1:34 AM Rating: Decent
bleah! 15 accuracy equals 1 percent increase in dps. I shouldn't post this early in the morning, from work.

And dexterity affects chances to get critical hits, also. Not sure if it works the same way with the finger wigglers, if it increases chance to get criticals on direct damage spells, too.

not sure if this was addressed or not, already...but if you have a weapon that has multiple procs, only one of those will proc on any given round of attack. The game makes a roll on one proc, if it fails, it rolls for the next proc. If any roll succeeds, then the game quits checking for procs, on that round of attack. Multiple procs does increase your chance for A proc to happen in a round of attacks.

Edited, Sun Apr 2 01:37:24 2006 by Wiestrum

Edited, Sun Apr 2 01:42:37 2006 by Wiestrum

Edited, Sun Apr 2 01:44:18 2006 by Wiestrum
#36 Apr 02 2006 at 11:09 AM Rating: Default
I don't want this thread to delve too deep into casters but I know dex affects us by increasing our chances to cast through damage (coupled with channeling). My criticals always seem to be based off of the 2% chance I have to critical from the one level in critical nukage I have.
#37 Apr 02 2006 at 5:04 PM Rating: Default
I've another Rogue-based question: can you skill up backstab from the front?

Edit: I know it performs an extra attack from the front, that's why I'm asking.

Edited, Sun Apr 2 18:08:56 2006 by Brudish
#38 Apr 02 2006 at 8:15 PM Rating: Decent
no, you can't. You're piercing, not backstabbing. You can get chaotic stab aa so that you can backstab from the fron, but usually by that point, you're maxed BS skill anyway.
#39 Apr 02 2006 at 10:47 PM Rating: Good
Quote:
I don't want this thread to delve too deep into casters but I know dex affects us by increasing our chances to cast through damage (coupled with channeling). My criticals always seem to be based off of the 2% chance I have to critical from the one level in critical nukage I have

didn't a dev confirm that dex doesn't effect caster crits? although I'm not really sure, I dont really do casters much.

Quote:
Dodge mods aren't useless...just not that effective, but they do add to your overall tankabilty. The same dodge mod will be more or less effective, depending on the dodge skill of the class using the mod.

they are so close to useless that I, along with most other highend tanks I know come close disregarding them in item choice.

Quote:
Dex does affect your chance to hit.

Dex also affects:
-Chance to proc
-Bow damage
-Chance to suceed on many combines/skills

yeah, you're wrong. it may effect bow damage, I'm not really sure.

it doesn't effect melee accuracy. at all.

it has an absolutely minimal effect on chance to proc.

#40 Apr 03 2006 at 4:00 PM Rating: Decent
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329 posts
Anyone know what the return on ATK over 1000 is, strictly dealing with damage? I thought that for every 100 points above, you gained an additional point in DMG...
#41 Apr 03 2006 at 4:29 PM Rating: Good
attack rating, except that derived from strength, generally doesn't increase your damage. it just moves your damage to the higher end of the potential curve.
#42 Apr 03 2006 at 6:47 PM Rating: Decent
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239 posts
Quote:

didn't a dev confirm that dex doesn't effect caster crits? although I'm not really sure, I dont really do casters much.

I don't remember who it was, but yes, they did say dexterity does not. However, I can tell you that my chanter appears to crit ALOT more than other casters I group with, including wizards, with the same # of AAs to crits. Why that is, I don't know.

It could be because I cast more nukes (because I don't do as much damage, grabbing aggro is less of an issue for me). I also usually have Salik's on myself because I group cast it. Nearly every other caster I group with clicks it off immediately while I usually do not unless I need that buff slot for something specific. That may be part of it too. I'd like to see some tests on this, but haven't come across any and I'm too lazy to get too into depth on this myself.

Quote:

Dodge mods aren't useless...just not that effective, but they do add to your overall tankabilty. The same dodge mod will be more or less effective, depending on the dodge skill of the class using the mod.

they are so close to useless that I, along with most other highend tanks I know come close disregarding them in item choice.

I don't think anyone looks at this when choosing an item anymore. I looked at some parses on Steel Warrior someone did awhile back, I think using that LDoN dodge aug, and for warriors, the difference was small enough for me to disregard it as something worth trying to attain.
#43 Apr 04 2006 at 11:27 AM Rating: Default
Alright, so I've been toying with my rogue for a bit and I've got another question: does pick pocket cause any great deal of aggro? My evade hotkey is set up like this:

1: /attack off
2: /doab 4 (pick pocket), /pause 5
3: /doab 2 (hide)
4: /attack on

Then again, I hide after I pick pocket so I would still be getting moved down.

Regardless, does pick pocket affect my aggro a great deal?

Edit: Eeeeexcellent.

Edited, Tue Apr 4 13:16:59 2006 by Brudish
#44 Apr 04 2006 at 11:50 AM Rating: Good
Quote:

Regardless, does pick pocket affect my aggro a great deal?

nope.
#45 Apr 04 2006 at 12:21 PM Rating: Decent
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274 posts
I didnt read every single post but here are my thoughts:

-I think that 100 AGI increase your mitigation by 1%. It is probably different in different ranges, ie diminishing returns.

-Your BS damage is proportional to the damage of your peircer.

-as your damage bonus grows with your level you will want a weapon that is fast with a reasonable ratio, because the bonus will have a bigger effect on the overall ratio. You could look at the bonus table and calculate the ratio with the bonus to be sure of a close comparison. In your off hand the ratio is king though.



Edited, Tue Apr 4 13:26:14 2006 by zodon
#46 Apr 04 2006 at 12:27 PM Rating: Decent
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274 posts
if you are soloing you can use bs from the from as a normal attack, it will do a small amount of damage like a normal hit.
#47 Apr 04 2006 at 12:47 PM Rating: Decent
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2,015 posts
50 Rogue here, I have most of my skills capped (pre-50).

Evasion.
Good to practice not only to lose aggro but to keep yourself down the aggro list. I have hotbuttoned:
/attack off
/doability (# for hide)
/attack on

I use this after any type of high-output damage like a Backstab or weapons proc to keep aggro down. It will usually cause you to lose aggro if you have it, so hopefully the tank is next on the list and not a squishy caster!

People *say* rogues cannot solo but I disagree and would even go so far as to say it is a must to fight things from the front from time to time. Sure it is not easy, but the higher the defensive skills you have the better. Not known for off-tanking but rogues can be effective in stealing aggro from casters, and will better equipped to take the damage with defensive skills maxxed.

Work your skullduggery. I have that pick-pocket macro and I used it extensively to get skill to 200.

If you can get a weapon with a backstab mod, it does not matter which slot you put it, you will still get the mod (and as long as primary IS a peircer hehe otherwise 0 BS!)
#48 Apr 04 2006 at 2:20 PM Rating: Decent
Dothammer wrote:
50 Rogue here, I have most of my skills capped (pre-50).

Evasion.
Good to practice not only to lose aggro but to keep yourself down the aggro list. I have hotbuttoned:
/attack off
/doability (# for hide)
/attack on

I use this after any type of high-output damage like a Backstab or weapons proc to keep aggro down. It will usually cause you to lose aggro if you have it, so hopefully the tank is next on the list and not a squishy caster!


Ok. I have never played a rogue, so not sure if this applies to me or not. I play a DE enchanter. Since I have hide, can I lower my aggro in a fight by hiding after a nuke?

#49 Apr 04 2006 at 2:20 PM Rating: Good
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3,128 posts
sir groogle wrote:


Brud wrote:
Alright, so I've been toying with my rogue for a bit and I've got another question: does pick pocket cause any great deal of aggro? My evade hotkey is set up like this:

1: /attack off
2: /doab 4 (pick pocket), /pause 5
3: /doab 2 (hide)
4: /attack on

Then again, I hide after I pick pocket so I would still be getting moved down.

Regardless, does pick pocket affect my aggro a great deal?

nope.


1) I would disagree with Sir Groogle on the PP aggro. PP can affect your aggro when you fail, which could be quite often or even every time if the mob is higher in level. When you fail there is a good chance of getting a signinficant aggro ramp boost, though the aggro is not a certainty. Over a long fight it could be a noticible change.

2) I would seprate my evade and PP into seperate macros, and do not use the pp that often. The reason being is that the extra long stoppage in attacking from the sample macro will cost you more dps than needed since the PP timer is much longer than the hide/evade timer. You might also want to keep the above macro and make an evade only macro and use the evade one primarily and the PP/Evade occasionaly to get you PP up. I am also not sure the pause is needed.


Quote:

Ok. I have never played a rogue, so not sure if this applies to me or not. I play a DE enchanter. Since I have hide, can I lower my aggro in a fight by hiding after a nuke?


Sorry, no. Evade is a rogue only ability.

Edited, Tue Apr 4 15:25:24 2006 by fhrugby
#50 Apr 04 2006 at 2:48 PM Rating: Decent
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239 posts
Quote:
1) I would disagree with Sir Groogle on the PP aggro. PP can affect your aggro when you fail, which could be quite often or even every time if the mob is higher in level. When you fail there is a good chance of getting a signinficant aggro ramp boost, though the aggro is not a certainty. Over a long fight it could be a noticible change.

2) I would seprate my evade and PP into seperate macros, and do not use the pp that often. The reason being is that the extra long stoppage in attacking from the sample macro will cost you more dps than needed since the PP timer is much longer than the hide/evade timer. You might also want to keep the above macro and make an evade only macro and use the evade one primarily and the PP/Evade occasionaly to get you PP up. I am also not sure the pause is needed.


RE: #1, I still wouldn't call it 'significant', even on a fail. It's pretty small increase in aggro generation, however, I do agree with your second point as far as removing PP from evade macros as it can be 'significant' in this case because you are trying to lose aggro and I have had a couple times where I grabbed aggro from PP right after successful evade.

As far as rogues soloing, by strafing and moving around you can sometimes get in a backstab on mobs that are facing you if you can get them to turn and then you move behind them fast enough. It takes reall good timing. I lack the skill to be able to do this effectively myself, but I've seen a couple rogues get in quite a few backstabs doing this during a fight even though they are the only ones fighting a mob (not the AA front backstab thing, real full damage backstabs).

Edit: Because I cannot seem to type well today.

Edited, Tue Apr 4 15:53:49 2006 by Semiopaque
#51 Apr 04 2006 at 3:00 PM Rating: Default
Well, since I hide after the PP, and it's rare that the PP will get me aggro, and I'm more likely to successfully evade than I am of getting aggro from PP, I think it's fine where it is.

Also, the time it takes is not long, it's about a second from my last melee round to it being turned back on. The /pause 5 only means half a second and it's just to make sure there's time for hide to activate (because sometimes when abilities are activated too close together it says "You cannot use this ability now") and also so that attack is getting turned back on.

Edit: Also, PP and hide/evade all have the same timer as backstab. They're all 6 seconds (I think). I'm certain they're the same duration though. (I don't mean that when you pp/hide you can't backstab when I say same timer).

Edited, Tue Apr 4 16:03:14 2006 by Brudish

Edited, Wed Apr 5 15:27:29 2006 by Brudish
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