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Gogo, your numbers there don't work... with 0.6s regen you'd be getting 5 hits per 6 seconds, rather than 6 hits per 5 seconds. So not that huge an increase (+20% Damage I believe), much less than double. Since 0.6 isn't 1 hit per second, it's actually 1.666....

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Dang...knew it wasn't that good! Still, the build was smoother this time around, and things died faster, appreciably so. I liked the way this one ran and kept with it up to plat after giving up on the pure dex build, and never felt like I was fighting regens. I'm sure I could drop it even further if I wanted by changing gear and losing ca levels, but this balance has been the best I've gotten so far with regens and damage on a Dryad.

 

And that 20 % was for just one small number...what happens if it drops to 0.4...is the increase decent for the regen?

 

 

:)

 

gogo

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Well let's see... 0.6 / 0.5 = 1.2, 0.5 / 0.4 = 1.25, 0.6 / 0.4 = 1.5

 

So from 0.6 to 0.4 it's 50% more damage, from 0.5 to 0.4 it's 25%

 

Of course eventually you reach the point of animation time vs regen where it won't help to go faster... as I'm sure you recall.

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So from 0.6 to 0.4 it's 50% more damage, from 0.5 to 0.4 it's 25%

 

 

The 0.6 to 0.4 is significant damage increase... 45 %?

 

If I were able to keep the same level of CA, maybe with regen rings on top of the pure stamina Attribute maybe I can make that happen.

 

:)

 

gogo

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My melee elf did all vitality because she was started pre 2.43. 2.43 reduced reflection damage by a big amount, and reflections were the only thing I really feared in hardcore.

So obviously priorities change with time, patches, play experience or even optimizing equipment.

The addon will bring a new(optional) regeneration system and it is very close. So I limit my thoughts on recent builds I play and which don't need stamina:

 

All ready mentioned: pure left clicks, 3 high-buff inquisitors and such.

Horse-Builds which use horse-Combat Arts are another. You get your horse-ca level by your level/riding-skill ratio. No chance to eat more runes.

Regeneration per hit builds are obvious not needing (more) stamina.

My daughters melee elf with mana leech mod has magic coup at its malus and only .4 seconds regeneration time-all goes vitality, because hardcore.

 

But I am crazy and even play alchemy builds. Most Combat Arts are overkill on normal mobs already. So I use a weapon/shield combination which boosts CA-level when I fight a boss and quaff a alchemy boosted concentration potion. For nomal mobs I use a weapon/shield without boosts, the rest of equipment balanced to kill normal mobs without too much overkill and therefore lower reg-times.

 

I wonder how the regeneration times will be affected by the addon. My current character project is to do multiaspect guides for some classes. They are planed for people who just started and want to test out a class before deciding to play a highly specialized fast leveler.

Or for people like me with 5 kids, who can't play all, but want to be able to discuss when work allows some forum reading.

 

So my dryad is able to use ranged, int staves, nature and vodoo magic and for fun can kill weapon less with nice animations. She had to sacrifice some damage and defense, but somehow she is level 141 hardcore now. So I plan to collect some of these jack of all trades for several classes so people like me with not much time can test a lot of stuff in a single build.

 

Somehow most guides are for fast leveling power characters. And not for the one character per class you play for a year and which still offers fun, because there is always still a playstyle variant in it you haven't discovered yet.

 

I bet everyone without much time to play stumpled in something like: You read a guide of a fast leveling character. You think, fantastic, thats what I need when I want to reach level 150 in 6 month. But then a patch balanced all (like disease for dryads) and you have a highly specialised character you spend half of your playtime in and which can't be worked out to something else.

 

So I will do/collect guides for people who are old and in their twenties like me, hexadecimal numbers of cause, older than 32 in decimal. These builds should be very flexible in their possibilities to do damage and reasonable defensive to avoid dying. Also I like these characters to be played by my kids. Not boring ladder storming, but rather find solutions to master a situation.

Edited by chattius
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