Anyone else think end-game dps classes that are int/str based are much better than agi based? Crit chance has been a lot easier to get lately with all the EC items and agi classes are unable to take advantage and cap early with crit chance. Crit damage gains from EC pale in comparison for agi classes. Morever, crit damage is harder for agi classes to get. The trade-off between agility vs int/str was somewhat balanced with agi dps skills being somewhat underwhelming for skill % damage since they had the crit whereas the latter had greater skill % damage. Anyone else think that agility as a stat should be buffed?
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Agi vs Str / Int Disparity Thoughts
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Originally posted by Elune View PostNo, not really.
Afterall, agility classes don't have to invest much to stack crit chance compared to int/str classes (not everyone can afford those EC items).
Lv90 Cap: CC: 210,823 (89%) CD: 671,160
Lv93 Cap: CC: 326,888 (89%) CD: 832,525
Note that I'm talking about end-game vs affordability. Even with regards to affordability, I can still show how it's much easier to get CC. I'll list the multiple times in which CC is more easily obtainable outside of main stats to show how INT/STR > AGI in terms of the disparity in the level of effort as it is incomparable when taking in mind the numbers above.
AGI classes hit crit cap way earlier and have no way to have this spill into other stats. As a point of reference for CD, let's use my ungeared gladiator, which has 226% CD at ~ 230K CD with the help of 3 +12 lv93 Brutal Crit Gems with ~40K STR in town with older EC set (wedding costume) and 54% CC at lv93 cap since I have several 3rd stat crit plates. In field, i have 234% CD with ~60k STR. I'm sure the main end-game Gladiators will have something closer to 65-70k strength at least in town alone.
Taking a look at police weapons, you get 5K CC AND 10K CD. If you take a look at the Racing weapons, you see 10k CC vs 15K CD, which shows how CD is hosed again for AGI players as pretty much all stats got doubled except CD when jumping from police to racing. You can see If you look at any of the police/racing armor items or rare 30k EC Sets, you get free CC % (CD% missing). In fact there are no CD % on anything as of now with regard to EC and there are so many instances of CC%. Ex: EC Synthesized/EC Shop Set: Body, Gloves, Accessories.
Take a look at sealed gems, you get 4.5% CC and varying amount of CC/CD. At +6: 6347 CC vs 8650 CD
I won't count the enhancement of other gems as they are equal when comparing the standard MAINSTAT/VIT gems.
Taking a look at Lv93 Limit Plates (which haven't come out yet) vs Fierce Plates:
10797 Crit, 20% CC vs 8098 CD, 20% CDLast edited by Wish; 03-16-2017, 01:08 AM.
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geared str/int class > geared agi class
I mean just name a single agi class that's considered top tier
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They could have agi give crit damage (when you hit crit chance cap due to having enough agi) at half the rate but that would need some serious number crunching. Or better yet, just buff agi classes to be in line with str/int classes, we'll see if they do anything though.
I do see what you're saying though.Last edited by ILLbeURdeath; 03-16-2017, 04:08 AM.
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Like... I have 600k Critical on my sniper in field... If it goes over, it should just spill into Critical Damage as a certain conversion ratio. It does make sense that since we have such high critical that we can know where the best location is for the most critical damage :O.
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I never gave this much thought before, I always felt agi classes had it much easier but with all theses new options that could greatly increase your crit chance there definitely is an imbalance.
the best fix would be to add new items in the game that provided crit damage/crit damage%
while this shouldn't be a final solution but how bout making new guild gems with crit damage ans crit damage% instead of critical chance. I think it would be a good start.
honestly if they added more amounts of crit damage to cash items, it would just make the str/int classes more stronger and not really close that gap.
it might be wise to have different stat options when purchasing these cash items. One specializing in crit chance and another specializing in crit damage.
I think this would be for the best.
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Well if equipment in general gave the same ratio of CD stats relative to its cap like how significant CC is, this wouldn't be a problem. For INT/STR classes there are diminishing returns on the extra CD that they receive as extra lines currently. However, the problematic thing is that you barely have to try to get CC when you're endgame as an INT/STR class vs an AGI class of similar gear. You might hit 230% CD in town as an AGI class but you have to work really hard for it. INT/STR have more ways of improving potential damage than AGI classes.
One potential solution is to cap CD% but this effectively nerfs INT/STR classes and people are bound to be upset. Thus AGI should just be buffed.
An easy fix in my opinion is to have 1 AGI = 1.25-1.3 p.atk. The reasoning is that upon crit-ing, the INT/STR classes get a bonus 100% damage relative to the normal 200%. Increasing ratio of 1aGI : 0.75 p.atk to 1 : 1 : 1.225 would give something similar to the 100% CD. This might make it too easy for AGI classes to achieve something similar to the potential 89% CC capped with 300% CD INT/STR class. But then again, CC is capped at 89% as opposed to CD at 300%. An easy way for this that all AGI-based classes with crit chance effetively > 89% can get a flat +1% CD to their CD%. For example, if you effectively have 100% CC with 220% CD, you get 231% CD since you're capped at 89% CC.
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Originally posted by Patrache View PostI never gave this much thought before, I always felt agi classes had it much easier but with all theses new options that could greatly increase your crit chance there definitely is an imbalance.
the best fix would be to add new items in the game that provided crit damage/crit damage%
while this shouldn't be a final solution but how bout making new guild gems with crit damage ans crit damage% instead of critical chance. I think it would be a good start.
honestly if they added more amounts of crit damage to cash items, it would just make the str/int classes more stronger and not really close that gap.
it might be wise to have different stat options when purchasing these cash items. One specializing in crit chance and another specializing in crit damage.
I think this would be for the best.
Who am I kidding
No genesis
not full L
no epic plateLast edited by Omnicide; 03-17-2017, 04:48 AM.
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