I cant get my head around on what you guys saying or agreeing upon with :P
Why at least t2 wep? %15 of 108.3 is 16.25dps or so, 15% of t2 wep's dps(112) is 16.8dps; 0.55dps more and it's noticeable suddenly? :P It's not like comparing t2/t3 with t4; there I could agree. But that's not what I asked... tho I wonder if this is the right way of calculating weapon damage.
The calculations are right because it works on the character sheet the same way The numbers you are comparing are 1H weapons rather than 2H, and the reason I picked T2 was fairly arbitrary - if you have an epic weapon on a Brute conq I'd be putting in the time to work in Sustained Rage.
As a quick example of the calculation, on my Bear Shaman right now I have 16.6% weapon damage (melee) on a blue weapon with 125 base DPS. On the second atributes tab (Combat Stats) it shows Rating: 16.6% and Effect: 20.8. When you highlight effect it display - "The actual DPS of your main hand weapon is increased by 20.8". The maths: 0.166 * 125 = 20.75.
Last edited by Boesch; 25th March 2013 at 04:10.
http://is.gd/K15u7j
Thats my pvp setup.
Why I took what I did:
-Movement is key in pvp. You stay still you are dead. Maxed out resolute advance. With this I get 30% root resist and charge breaks root. My root resist is now 40% with AA. Many people wonder why I took LH if i worry about movement. Thats why I picked up the charge cooldown reset on kill / group kill. With a decent group, I am jumping from person to person quick enough that the 15% slow isnt even noticeable. Also, I am 100% resistant to other snares. So 15% is a pretty good deal.
-This allows me to stack FI really quick for the for the buffs to banner / technique.
-BA with RA make charge & KD combos quite nice since I can pretty much spam the two with a decent group.
-Decent crit rates as well.
-Disciplines and Formations are FULLY buffed. I also run BfC so my Dps isnt too shabby.
All and all im having fun with it. Took getting used to but its something that has a lot of what I like.
Last edited by Sidac; 24th May 2013 at 12:04.
That's an interesting build, but I doubt I'd ever get used to the 15% permasnare.
Kentegern - Conqueror
Seoc - Bear Shaman
Ziezin - Demonologist
Thutkemi - Assassin
"Grammar is the difference between knowing your **** and knowing you're ****."
Yeah it makes no sense. One of the first thing he says is movement is key and then he goes and makes himself the slowest person on the battle field. Charging around is good and all but the real movement you need is the make baddies miss their combos speed which doesn't have to do with a charge.
Baneric / Munok / Johnkruk / Tomjones / Elgranorgo
US first kills - Arch Lector Zaal, Bat of Nerd Rage, Emperor, Cloud, and Entity.
Yeah, I've always found the various hybrids to be less than the sum of their parts, but it's been a while since I tried one. As a longtime brute, the general tree feats compliment the playstyle and give a nice boost with a good 2HE weapon, while with carnage, that extra durability comes in handy.
If I were doing DW hybrid it would probably be like this: http://is.gd/mUFQw1 with BfC. Charging all over and OP BOA with BfC to heal you might be fun.
2HE hybrid builds just seem lacklustre, but maybe something like this? http://is.gd/CAzqeq
Kentegern - Conqueror
Seoc - Bear Shaman
Ziezin - Demonologist
Thutkemi - Assassin
"Grammar is the difference between knowing your **** and knowing you're ****."
And I bet he had what.... 1k hp left when you activated it? It's a bug in the game code where if you have a final hit that goes way above what HP your opponent has left, it adds significant amount of dmg to it. I guarantee someone with same immunities, debuffs, and mitigation with 7k HP left would not have been hit that hard.
Baneric / Munok / Johnkruk / Tomjones / Elgranorgo
US first kills - Arch Lector Zaal, Bat of Nerd Rage, Emperor, Cloud, and Entity.