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ruisen2000

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41

Monday, February 22nd 2016, 10:55pm

I would disagree with the T8 suggested in the guide, mainly due to the audience that it would be intended for. The new players that would find this guide most useful (and would follow it most faithfully given their lack of understanding of the game) would have a difficult time with T8, and would more likely be put off easily by the amount of resources needed for it. The difference would probably be 3000 atk/300 crit or so in total at most for the pieces you've suggested, which isn't an astronomical amount of difference in DPS, so from a cost vs result standpoint, it isn't a very good investment unless you have a large amount of resources.

The guide has mainly focused on maximizing speed in gearing, but I think how smoothly that transition can be made should also be taken account into, since that's what actually determines whether a player will actually stay in the game, as Jada pointed out.
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This post has been edited 1 times, last edit by "ruisen2000" (Feb 22nd 2016, 11:04pm)


42

Monday, February 22nd 2016, 11:43pm

I used crit/pa or damage = t8 and only crit = t7 as a general guideline, I could change that to t7 for anything that doesn't include a damage componement indeed.


I think it would make sense if the numbers of bumpers you would need to make the gear was somewhat equal to the number of bumpers you should get naturally making it. Believe making a t7 piece of gear cost around 5 bumpers+2 clean and a piece of t8 should be around 23 bumpers+ 2 clean. Also, on average, a player should get 3 bumpers for each brinewind in the gear.


Thinking about making the math and adjustements when I have time. The main thing i want to avoid is suggesting a budget build that isn't endgame viable. Some classes like scout and rogues are more affected by a change of patt on their gear then say a warrior as they have high base damage and low pa steroids.


side note is the new text better/worse than the old one?
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