16 attribute points +1 (20% chance)
Dralspire
With the appearance of the green items, we have seen a lot of focus items offering attribute +1 (20% chance). Take for example the Kindlerock for fire elementarists:
Energy +12 (req. 9 fire magic)
Fire magic +1 (20% chance while using skills)
Improves skill recharge using fire magic skills (chance: 20%)
What I have been wondering now is this: If an elementarist uses a headpiece (fire magic +1) and a rune of superior fire magic, he/she has already assigned 16 attribute points to fire magic.
Considering the rate of diminishing return with regard to additional output/additionally assigned attribute points, I was wondering if there is any data available as to the actual additional output from 17 attribute points (granted, only with a 20% chance).
The same question can naturally be applied to the other caster classes, the Stonehart for monks comes to mind.
Energy +12 (req. 9 fire magic)
Fire magic +1 (20% chance while using skills)
Improves skill recharge using fire magic skills (chance: 20%)
What I have been wondering now is this: If an elementarist uses a headpiece (fire magic +1) and a rune of superior fire magic, he/she has already assigned 16 attribute points to fire magic.
Considering the rate of diminishing return with regard to additional output/additionally assigned attribute points, I was wondering if there is any data available as to the actual additional output from 17 attribute points (granted, only with a 20% chance).
The same question can naturally be applied to the other caster classes, the Stonehart for monks comes to mind.
glenn_rolfe
Generally all additons are pretty linear aren't they.
So for example (just guessing these numbers here) if obsidian flame at 15 earth does 95 damge, and at 16 earth does 110 damage, at 17 earth should do 125 damage.
So for example (just guessing these numbers here) if obsidian flame at 15 earth does 95 damge, and at 16 earth does 110 damage, at 17 earth should do 125 damage.
Epinephrine
The biggest use for the +1 20% chance is on maintainable enchantments. The one success gets you a bonus for the duration. I know some warrior runners who use this to hit +4 mending for example; it's thus most useful to hit a breakpoint on a lower attribute. It can also help with necromancer minions, as they gain a level.
Ensign
These are particularly useful for builds that do not benefit from %fast casting or are even hindered by it - Protection Monks, for instance, would get more use out of 20% +1 than 20% fast cast (usually), and spikers don't want to mess up their coordination with a fast cast.
Carnajo
Yeah, it's pretty nice when you have 20 minions and 5 of them are lvl 19. It's not a major benefit that will swing the tide of battle or save your life, but it is kinda fun.
The Son Of Morgoth
yeah it is pretty cool
heist23
so...the answer is yes.
the old Invincimonk build relied on a +1(20%) chance prot focus item to get a 17 Protective bond up. with 17 attribute points into the bond, you'd only lose 1 energy at a time.
that is, until ANet nerfed the crap out of it.
i can't think of any use for +1 attribute mods other than minion necros and +4 mending for runners.....or the occasional damage boost for a ranger or warrior.
the old Invincimonk build relied on a +1(20%) chance prot focus item to get a 17 Protective bond up. with 17 attribute points into the bond, you'd only lose 1 energy at a time.
that is, until ANet nerfed the crap out of it.
i can't think of any use for +1 attribute mods other than minion necros and +4 mending for runners.....or the occasional damage boost for a ranger or warrior.
Samis
Quote:
Originally Posted by glenn_rolfe
Generally all additons are pretty linear aren't they.
So for example (just guessing these numbers here) if obsidian flame at 15 earth does 95 damge, and at 16 earth does 110 damage, at 17 earth should do 125 damage. |
NekoZ
Also, with +1 to healing and at 16 attrib you can get a +10 healing breeze. Never noticed it till I was healing some guy and he goes 'woah +10 hb what are your stats?!'.
It's just too bad that Minionmaking wasn't either blood or curses.. Awaken the blood + 1 = 19 points into either o.o
It's just too bad that Minionmaking wasn't either blood or curses.. Awaken the blood + 1 = 19 points into either o.o
darkMishkin
Quote:
Originally Posted by Samis
each skill has a max and a min dmg
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Quote:
For Example, Cleave: If this attack hits, you strike for +10...26 damage. |
msihkin
Maxiemonster
These items are very useful, the +1 bonus you get can be very useful for people that don't need Faster casting, like Healing Monks, since most Healing Monk skills are quick casts anyway.
Snowman
I read that there is an 'optimum' attribute level, meaning that after a certain value (with a warrior its 12) the difference in additional damage becomes less and less... so I would assume that at 17 the benefit isnt that great (see Warrior/Elementalist article)
Therefore you cant assume that going from 16 to 17 will give you the same bonus as going from 15 to 16.
You also have to remember that when you hit normally (with no skill-use) with your sword lets say, you do an amount of damage based on your swords damage values, then based on your attribute in swordsmanship, also your strength attribute is taken into consideration.. then you have a chance of a critial hit based on your attribute in swords, this is all your BASE damage calculated before you add the modifiers of the skill in question
so even if that particular skill has a max damage limit, it doesnt nessasarily mean you wont do more damage with a higher attribute, because the original damage you deal is effected by that higher attribute.
One thing that most people forget is that the higher your weapon attribute the higher chance of scoring a critical hit... regardless of what you skill does in the long run you WILL do more damage simply because you WILL be doing more critical hits... this is especially good for fast attacking.
again though, I only use the Swordsmanship as an example however im certain that the general principle still applies.
Hit damage = base damage (attribute + weapon damage generated) + skill damage (attribute based - but limited) - enemy defences (armour spells etc) + armour penetration.
so, to summarise.. I feel that attribute-17 may not effect your skill modifier that much but it certainly WILL effect your base damage modifier and critical hit chance, you must consider this important factor when bumping your attributes points very high.
Therefore you cant assume that going from 16 to 17 will give you the same bonus as going from 15 to 16.
You also have to remember that when you hit normally (with no skill-use) with your sword lets say, you do an amount of damage based on your swords damage values, then based on your attribute in swordsmanship, also your strength attribute is taken into consideration.. then you have a chance of a critial hit based on your attribute in swords, this is all your BASE damage calculated before you add the modifiers of the skill in question
so even if that particular skill has a max damage limit, it doesnt nessasarily mean you wont do more damage with a higher attribute, because the original damage you deal is effected by that higher attribute.
One thing that most people forget is that the higher your weapon attribute the higher chance of scoring a critical hit... regardless of what you skill does in the long run you WILL do more damage simply because you WILL be doing more critical hits... this is especially good for fast attacking.
again though, I only use the Swordsmanship as an example however im certain that the general principle still applies.
Hit damage = base damage (attribute + weapon damage generated) + skill damage (attribute based - but limited) - enemy defences (armour spells etc) + armour penetration.
so, to summarise.. I feel that attribute-17 may not effect your skill modifier that much but it certainly WILL effect your base damage modifier and critical hit chance, you must consider this important factor when bumping your attributes points very high.
Former Ruling
Quote:
Nope, each skill has a minimum damage, but the high end is only limited by your attribute points, which currently, and for the forseeable future, is limited to 17. |
Ensign
Quote:
Originally Posted by Snowman
I read that there is an 'optimum' attribute level, meaning that after a certain value (with a warrior its 12) the difference in additional damage becomes less and less... so I would assume that at 17 the benefit isnt that great (see Warrior/Elementalist article)
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Peace,
-CxE
unienaule
Quote:
Originally Posted by Snowman
I read that there is an 'optimum' attribute level, meaning that after a certain value (with a warrior its 12) the difference in additional damage becomes less and less... so I would assume that at 17 the benefit isnt that great (see Warrior/Elementalist article)
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Zoolooman
Quote:
Originally Posted by Former Ruling
Some Stats max at 19, not 17. Some skills provide +2 to certain attributes, so its 16 base, 1 on a 20% chance, and +2 cause of skill. Though studies have shown that the game does not reconize attribute lvls past 17 and some say 18 (that is - none of the tested skills provided better numbers for the 18 or 19 attributed skills as opposed to 17)
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unienaule
Quote:
Originally Posted by Former Ruling
Some Stats max at 19, not 17. Some skills provide +2 to certain attributes, so its 16 base, 1 on a 20% chance, and +2 cause of skill. Though studies have shown that the game does not reconize attribute lvls past 17 and some say 18 (that is - none of the tested skills provided better numbers for the 18 or 19 attributed skills as opposed to 17)
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Ensign
Quote:
Originally Posted by Zoolooman
That's not true. Almost all skills work at 17, 18, and 19. Many monsters seem to have level 20 attributes.
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Peace,
-CxE
DarkSider84
Yeah i'd like to hear of a monster with something over L16, because I havnet seen anything really go much over that.
Grammar
Wow, cool.
I always thought that any attribute level beyond level 17 was a "dead" attribute level (18 and 19 don't improve over 17).
I'm interested to hear that that is not the case, or at least not always that case.
I always thought that any attribute level beyond level 17 was a "dead" attribute level (18 and 19 don't improve over 17).
I'm interested to hear that that is not the case, or at least not always that case.