ErTasiTroll 4 Posted December 22, 2022 Share Posted December 22, 2022 (edited) I noticed that % increases in attack & defense value got added after using buffs (Combat Alert), while base value increases did get added to the base off the calculation. Resulting in lower increases than using base value increases. Tested with 2 different rings and lastly with a amulet. Edited December 22, 2022 by ErTasiTroll Link to comment
idbeholdME 394 Posted December 23, 2022 Share Posted December 23, 2022 (edited) Correct. All % bonuses stack together into one big total and then get applied to the base value of said stat. Going from 800% to 900% is not nearly as big as going from 100% to 200%. So if you already have many hundred % bonus to a stat, flat increases are going to be better. That is why in the higher levels/difficulties, flat damage rings are better for increasing weapon damage than % bonuses. The optimum for all stats is a combination of flat and % increases. Going overkill in one area or other will be less effective. So you should gear for what is best for a given character. Generally, the more % you already have, the less effective any additional % will be. But the more % you have, the more effective any flat increases will be. The one exception is damage mitigation, which is only in % form and stacks additively. Although as far as attack value goes, the best solution by far is simply rings with "Opponent's chance to evade -X%". Enemy defense value is insane in higher niob levels, especially when enemies have Combat Reflexes. So simply countering it with attack value is generally not enough. Edited December 23, 2022 by idbeholdME 1 Link to comment
ErTasiTroll 4 Posted December 23, 2022 Author Share Posted December 23, 2022 Yeah, I noticed that chance to evade is much more usefull than % or flat increases to the raw stat. I got the "Sneaking Demon" and it helped me a :eek: ton with -% dodge chance. Link to comment
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