A question that we also often ask is, via the decreasing return, when the power becomes more profitable than the primary (trick / vigor / aim / will)? If many people consider that this is never the case, we are going to look at where such questions arise to answer them.
Namely, as the title suggests, about the changes.
Where can we find these statistics in our equipment?
- Armor grants stamina and a primary stat (I'm not counting PvP gear expertise). One favors endurance, and the other, your primary. The choice is simple: are you a damage class (or healer)? Increase your damage (or healing) by focusing on your primary. Otherwise, gain stamina.
- Sophistication does not give a primary. Question settled.
- The upgrades (on augmented gear) can give my primary stat, such as power, and many other stats (with a maximum of 32 points in the case of a purple quality increase, present on 14 pieces of gear), in depending on what you are missing *. But we will discuss this later, since all the statistics have to be compared.
* I advise you to leave them aside when you do your calculations to know what you need. Because the upgrades have a smaller size (32), they will allow you to more accurately reach the values you are aiming to achieve (while another change may cause you to exceed what you need too much) .
- The modifications, finally, are in three versions. The normal version (Elusion 33, for example), an A version (Elusion 33A), and a B version (Elusion 33B). They are found on 9 pieces of equipment (helmet, chest, gloves, armbands, belt, pants, boots, primary weapon and secondary hand).
And it is precisely the latter that we are going to discuss, since this is where we generally hesitate between power / critical, endurance and primary. For the demonstration, I will take an example on the modifications indicated 75 (example: modification Elusion 33 Advanced), corresponding to the Dragon Kell equipment level.
There are three types, so:
- The normal version (which I will abbreviate N) gives: 75 primary, 57 endurance, and 63 power *.
- Version A gives: 91 primary, 63 endurance, and 36 power *.
- Version B gives: 63 primary, 81 endurance, and 50 power *.
* Potency, or Crit (or Defense or Absorb). But it will be one or the other, depending on your needs (see part 3). To make the article lighter, I will generally talk about power. But if you don't have your critical quota yet, you can take it instead.
Note that version B is clearly more focused than the other two on defensive statistics, via the higher endurance rate. To be taken if you are a tank, therefore (and with defense or absorption, rather than potency / critical). Characters Damage and healers, to be avoided, period.
There are then only two choices left: more primary / endurance (with type A modification), or more power (type N modification)?
If you ignore Stamina, 75 Primary deals 15 bonus damage, and 0,37910466 Critical Strike. Accompanied by 63 potency, that gives an additional 14,49 damage. For its part, version A will give more crit via the primary (0,45935823), and damage in another distribution (18,2 by the primary, 8,28 by the power). Let's recap:
- N: 29,49 damage, and 0,37910466 crit.
- A: 26,48 damage, and 0,45935823 critical damage.
Some had probably suspected it, one of the versions is more critical (via the primary), and the other, more raw damage. But ! If we are interested in criticism ... we might as well put a modification giving criticism, right ?! (because, suddenly, she will give more).
I come back to the consideration of power. If we widen the gap by putting the 8 modifications of the same type, we have a choice between:
- N: 600 of primary, 456 of endurance, 504 of power; or 235,92 damage and 2,90203546 critical.
- A: 728 primary, 504 endurance, 288 power; that is 211,84 damage and 3,48384033 critical.
Question damage, it is 128 of primary against 216 of power (for the gap). This is where I come back to the table on sheet 4 already available in the previous article. If you add 600 of primary, and 504 of power (double investment side), locate where the curves go. Same things with the other two values (728 in primary, and 288 in power).
Don't forget the consular / inquisitor bonus (if you have it!) Which is not taken into account in the primary column: add 630 instead of 600, and 764,4 instead of 728. However, this one knights / warriors is included in the calculations (if you originally wrote that you have it).
What to watch next? If the curves are higher with one of the two combinations, it is because one of them increases the damage more (before even looking between critical and power, etc.).
However, with hindsight, we see that we have the choice between 4 versions (2 with power, and 2 with critical), which go here, at least to the most critical (and from more to less damage) :
- Version N: 75 primary, 57 endurance, and 63 power.
- Version A: 91 for primary, 63 for endurance, and 36 for power.
- Version A: 91 primary, 63 endurance, and 36 critical.
- Version N: 75 primary, 57 endurance, and 63 critical.
Suddenly, if you know that you want power… well, there is one which is more effacing than the others (the one at the top). And if you want criticism above all, too (the one at the bottom).
The A versions seem interesting in the case of a bonus a more balanced hair, if you are looking to increase the 2 a bit, and / or if you want a hair more life than another damage class (don't forget ! A dead damage class does no damage!). But if you clearly have one of the two (between critical and power) to go up more than the other… it is the classic / normal type (N) of the modifications which will be the most profitable for you!
Conclusion: If there is no real absolute as to whether to put the basic modifications, type A or B, we can very easily know what to orient.
- Modifications of the usual type (which I named N here, but which, in the game, do not have an additional letter) remain more effective in their role: with power yields maximum base damage, and with Critical strike increases critical strike chance the most.
- Type A mods grant a more mixed bonus. If, at first glance, they may seem just less effective than the previous ones, they will allow you to approach "more slowly" a course to be reached, and to limit points that have become superfluous because there are too many one can risk having by exclusively using modifications of type N). In addition, they confer more stamina, and therefore can allow you to increase poor survival. Finally, because the critical and the primary have diminishing returns, depending on what you already have, maybe the primary will score more in the average damage, if the other stats are at a very high level.
- Finally, type B modifications are clearly focused on stamina (where the other two confer more primary), and therefore are to be put back into the hands of defensive characters (but with defense or absorption, obviously!).
You will see that in my example, I took either 8 type A modifications, or 8 normal ones. It is obvious that a combination of the two would be possible in the case of a character with mixed bonuses and tight between power and critical. And I even think that this is the best solution: start probably with modifications of type N or B, but use some modifications of type A to "round the corners" and not stupidly exceed certain headings too much.
In addition, the use of types A will sometimes be more profitable (via the critical) than a modification of the usual type granting the critical, since it depends on the investments already acquired in critical and in your primary statistic. And how to determine it? This will be the subject of (or a) next article!
See you soon to continue our optimizations!
Star Wars The Old Republic Statistics: Part 1 - General
Star Wars The Old Republic Statistics: Part 2 - Precision
Star Wars The Old Republic Statistics: Part 3 - Power or Critic?
Thanks : Juliaan, and ... and ... and all those I forget!