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Attribute Beyond Rank 12
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Well, if you take Energy Storage for an Ele, you will receive +3 energy per level after 12 just as the previous levels. Strength you will get 1% armor pierce, Divine Favor +3.2 health healed per spell...so for those its the same. If would like to know how it effects the skills, I am not particularly sure.
Test it out with runes and see :P
Test it out with runes and see :P
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Originally Posted by jbcf05
Well, if you take Energy Storage for an Ele, you will receive +3 energy per level after 12 just as the previous levels. Strength you will get 1% armor pierce, Divine Favor +3.2 health healed per spell...so for those its the same. If would like to know how it effects the skills, I am not particularly sure.
Test it out with runes and see :P |
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Originally Posted by jbcf05
Well, if you take Energy Storage for an Ele, you will receive +3 energy per level after 12 just as the previous levels. Strength you will get 1% armor pierce, Divine Favor +3.2 health healed per spell...so for those its the same. If would like to know how it effects the skills, I am not particularly sure.
Test it out with runes and see :P |
The biggest thing to check for are turning points for certain skills. A skill may do +24 damage when the attribute is 12, and +28 damage at rank 13. It may cost you, however, 20 attribute points to get from 12 to 13, yet those same 20 points could bring an attribute from 0 to 5. So it's not a matter of diminishing returns per se, it's a matter of whether the attribute points required to raise a stat from 12 to 13 are worth it or better used elsewhere.
Here's a good example:
[skill]enraging charge[/skill] returns 3 adrenaline at 12 strength, but it requires 15 strength for it to return 4 adrenaline. That difference determines if you can use that heavy-hitting 4-adrenaline skill right afterwards, or only a weaker 3 adrenaline cost one...
Here's a good example:
[skill]enraging charge[/skill] returns 3 adrenaline at 12 strength, but it requires 15 strength for it to return 4 adrenaline. That difference determines if you can use that heavy-hitting 4-adrenaline skill right afterwards, or only a weaker 3 adrenaline cost one...
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Originally Posted by Savio
Weapon attributes (and Beastmastery) are the ones that gain less past a rank of 12. As per [wiki]Damage calculation[/wiki], each additional rank in your weapon attribute adds 5 to your damage rating up to rank 12; past that each additional rank only gives +2.
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fenix
Major-General Awesome
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The Healing Skill Mending is a good example of a skill topping out.
0 skill = +1
3 skill = +2
8 skill = +3
13 skill = +4
You cannot get to +5 by adding the max skill points so if your only aim in using healing was to have mending there isn't any point going all the way.
So a Monk primary using runes could take the skill to 13 and have 30 points to use elsewhere
While a Monk Secondary could stop at 8 gaining a perfectly usable +3 without having to mess up their primary skills.
0 skill = +1
3 skill = +2
8 skill = +3
13 skill = +4
You cannot get to +5 by adding the max skill points so if your only aim in using healing was to have mending there isn't any point going all the way.
So a Monk primary using runes could take the skill to 13 and have 30 points to use elsewhere
While a Monk Secondary could stop at 8 gaining a perfectly usable +3 without having to mess up their primary skills.
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Originally Posted by Savio
Weapon attributes (and Beastmastery) are the ones that gain less past a rank of 12. As per [wiki]Damage calculation[/wiki], each additional rank in your weapon attribute adds 5 to your damage rating up to rank 12; past that each additional rank only gives +2.
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The diminishing returns start from level/2 + 2. So a level 18 character will get the +2 starting at attribute 11. A level 16 character from attribute 10. And so forth.
However this is explained in the link of Savio and if you would have read it, this information is redundant.
I don't know how it works on odd levels.
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Quote:
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Originally Posted by Savio
Weapon attributes (and Beastmastery) are the ones that gain less past a rank of 12. As per [wiki]Damage calculation[/wiki], each additional rank in your weapon attribute adds 5 to your damage rating up to rank 12; past that each additional rank only gives +2.
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There are diminishing returns, yes; but what else are you going to put your attribute points in? Strength gives less to your damage than increasing your weapon attribute does, Tactics is pretty worthless, and there really aren't secondary attributes you need to pump up. Even though it's less of a gain, it's still a gain.
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