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General Discussion Bag stats vs Orange stats

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ruisen2000

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21

Thursday, October 27th 2016, 8:10am

Shameless Gear Plugs Galore

But seriously guys, nearly all of endgame is using level 85-90 gear with 85-90/95 stats. Bag stats are just as good as those at this point. I'm using a damn blue earring from level 86 for gods sakes if that ain't the noob life.

Stat + Gear fast guys and then you can run endgame. VVV is recruiting /w Flyingcactus.
My gear is T6 and most of it is half plussed, you can tell me about noob life :D
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mohammed1234

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22

Thursday, October 27th 2016, 8:26am

Nirv not everyone is as rich as you and bo that aint your real gear stop hiding it from the masses jk, T6 and half plussed ? stop it lol i saw you with clean t9 jk but you not using t6 with half plussed gear doing endgame lol

23

Thursday, October 27th 2016, 6:36pm

While replacing the Orange Rites stat with the lvl 98 bag stat will save you money with a small difference in terms of attack power, that's only for 1 of the 6 stats. You still have to get Orange Ravens/Bones, Yellow Foreign Isle, Yellow Rites (if you're even able to run the instance or buy from someone), and Arcanium Arena stat. Those of which are also going to be very expensive or too difficult/impossible to get aside from the shell stat. You can argue to use even lower stats instead but now you have to make a whole new comparison. If you want to stat with all 6 you have to think about what's even available to you. In most cases people will only have access to the shell (foreign isle), lvl 98 bag stat, and arcanium arena stat. So what do you expect people to use for the other 3? You could use a brinewind, splitwater (if that's what it's even called), and yellow bones if people are somehow still able to get them, but now you have to compare subbing 4 of the best stats instead of just 1. On 14-15 pieces of gear can be a pretty substantial difference when fully buffed.

I personally play Scout/X and while on burn bosses where you get buffs/debuffs on bosses to do high burst dmg, the bosses that you can't burn are going to suck because Scout (for example) does not have the short cool downs or inherit attack power/dmg to do good sustained dmg when compared to other classes such as r/m, w/wd, and w/m. This is why I try to stat with the best stats if possible because some class combos need it to keep up with the others. Not everyone wants to play the optimal classes for instances, but if you have the money to make them work then it's no problem. #Wallet/Warrior
Maimed - S/WD(R)(W)(M)(D) Wallet/Warrior

24

Thursday, October 27th 2016, 7:07pm

A true representation of this thread would be noble's gear.

he actually does have t6 gear, bag stats, t7 runes, a t12 + 16 97 wep. still dishing out 80+ mil in vor. albeit, hes a warmage, and like i said before, they can get away with using lower end stats.

imo, its not fair to post things saying you can get away with lower stats, but have a t10 chest, or a t14 +20 wep, or t8+ runes. maybe there should be a disclaimer that you can min/max stats as long as you max out runes/wep/tiers. (which has sort've been pointed out here and there)

but it can be done w/o min/maxing everything, at least for a warmage. noble is a monster with what he has. would be terrifying when he gets vor wep/current gear
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25

Thursday, October 27th 2016, 7:38pm

I did, further down in the opening post, theory craft swapping out 2 oranges, not just one. I can, and at some point will, supplement that with a comparison of optimal stats vs the following:
195 bag
195 splitwwater (shell/eoj)
195 bones (eoj...maybe craftedfor int/ma?)
201 brinewind (eoj/shell)
210 arcanium (AA farm, can be greatly accelerated using multiple chararcters of any level)
216 foreign isle (shell/eoj)

In otherwords, optimal statting which requires instance/proof of myth stats, vs stats any level 98 toon can farm with enough time and will power.

The difference might be somewhat large, but if you notice there's already some overlap -- the last 2 stats in the list are already found on optimal statting patterns. So in reality, you're only replace 4, not 6, stats, with a difference of AT MOST 5k patk FULLY BUFFED per stat. so 20k less patk when you full buff to what? 300k as an op r/m? that's a whopping 7% less patk. Precise numbers will follow later.

And yes, since attack power is only one part of damage output that many forget, you can still do a huge amount of damage without optimal gear. A similar arguement can be made for TP -- if a warrior/wd maxes only charged chop and has every other skill at +80, he still does around 80-90% of max damage output (been a while since i did the calculation, its mentioned somewhere in a different thread).

This post has been edited 1 times, last edit by "BlankMinded" (Oct 27th 2016, 7:44pm)


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26

Thursday, October 27th 2016, 7:58pm

7%....... is .... a poopton sir :) Can i say that?
but for anyone but me i agree and glad you created this post to hopefully help more people stat faster....
i started out same way.. got w/e stats and gear i could just to "get there", then after i "got there" i slowly made pieces better and better, half my gear is t7 still to this day lol, dont need high tiers to do good damage either...

WTB pom event tho.
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27

Thursday, October 27th 2016, 8:22pm

i always statted/tiered as high as i could afford. the nice thing is that it usually lasts through a couple instances.

r/m pattk hungry

edit: if you wanted to list the 6 "viable" vs 6 "optimal" stats (for rogue) i can give you the rundown per piece of gear in full burn mode. just give me the stat/pa values in od form
Saito fix my wings

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28

Thursday, October 27th 2016, 8:48pm

Updated the opening post with "obtainable" stat calculations (shown in spreadsheet). The difference for a warrior/wd is 12.8k, roughly a 4% change if you buff to 300k.

29

Thursday, October 27th 2016, 8:57pm

like 16k ish in burn mode rogue

dunno what that is in % comparison

nvm probly wrong i thought 2nd group of numbers was raw pa not overall pa from raw stats too
Saito fix my wings

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30

Thursday, October 27th 2016, 9:03pm

The calculations in spreadsheet factor in as many attribute buffs, and "non-cooldown" patk buffs as I can think of, that regularly appear in a raid. I suppose magic classes would have more % attack change due to alt buff stacking, but w/e, the point is the same:

very small increase, for a enormously large sum of gold.

ancientgear

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31

Thursday, October 27th 2016, 9:37pm


very small increase, for a enormously large sum of gold.
it's not a matter of very small increase for an enormously large sum of gold, its more like "I'm bored and God gave me far too much money in real life for no apparant reason to spend behind a virtual game."
I personally play Scout/X and while on burn bosses where you get buffs/debuffs on bosses to do high burst dmg, the bosses that you can't burn are going to suck because Scout (for example) does not have the short cool downs or inherit attack power/dmg to do good sustained dmg when compared to other classes such as r/m, w/wd, and w/m. This is why I try to stat with the best stats if possible because some class combos need it to keep up with the others. Not everyone wants to play the optimal classes for instances, but if you have the money to make them work then it's no problem. #Wallet/Warrior
^
Casing point Wallet/Warrior...

Anyone that can work CP and has an ounce of common sense would have figured out how big the diminishing return is on orange stating your gear. (high tier runes, higher tier weapons are different story because they usually last you longer and give you far more benefits). It wouldn't have taken what like 8 years since the game began? before someone makes an official statement about it. But hasn't stopped people yet, just like smoking...doesn't stop people from doing it despite the stupidly obvious health concerns.
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32

Thursday, October 27th 2016, 9:45pm

This thread isn't aimed at players with tons of gold / diamonds, or end-games. The goal of the thread is to convince new players, returning players, and "mid-game players" that old stats are perfectly fine to use. The most important thing is that it saves time, although this isn't highlighted in the opening post -- buy w/e you can find, don't hold out for oranges. I will emphasize this in the first post.

Also...

1) Not everyone uses CP. New players don't always see the value in using bag stats, or the value of old gear (already plussed and drilled, 100m for a piece is a good deal). Some returning players also don't really consider the older stats when trying to regear. This thread can be used to convince them otherwise.

2) CP doesn't factor in buffs (potions, foods etc.). Some ppl will argue that "fully buffed, the difference is huge!" -- they would be incorrect (I don't consider 4% huge). Once again, for stubborn people, link them this thread. They can't argue that oranges are 2x as good when the mathematics prove otherwise.

ancientgear

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33

Friday, October 28th 2016, 12:36am

This thread isn't aimed at players with tons of gold / diamonds, or end-games. The goal of the thread is to convince new players, returning players, and "mid-game players" that old stats are perfectly fine to use. The most important thing is that it saves time, although this isn't highlighted in the opening post -- buy w/e you can find, don't hold out for oranges. I will emphasize this in the first post.
Am not flaming you for creating the thread or anything, just thought a concept as obvious as something like this that can be proven with elementary level math would be common knowledge by now.


1) Not everyone uses CP. New players don't always see the value in using bag stats, or the value of old gear (already plussed and drilled, 100m for a piece is a good deal). Some returning players also don't really consider the older stats when trying to regear. This thread can be used to convince them otherwise.

if a player is at a point in the game where they are trying to choose between orange stats vs yellow stats then they really should have found out about CP at some point and realised its merits.

2) CP doesn't factor in buffs (potions, foods etc.). Some ppl will argue that "fully buffed, the difference is huge!" -- they would be incorrect (I don't consider 4% huge). Once again, for stubborn people, link them this thread. They can't argue that oranges are 2x as good when the mathematics prove otherwise.
Shouldn't matter if cp factors in pots/buffs/foods etc. Aren't all attack increasing buffs or boss defence decreasing debuffs % based anyway? Wouldn't the ratio be the same buffed or unbuffed. But I suppose doing all the calculations with everything included makes it more obvious for people.

Agreed on the rest.
-Failed attempt of trying to put a picture in here cause I don't know how to-

ROM's one and only pure stam/pdef stated tank

REACHED 13.57M PDEF ON 29/09/2016, NO SIGIL, HAIDON, ZODIAC OR RELATIONSHIP BUFF.

Retired until mages are buffed or melee's are nerfed

34

Friday, October 28th 2016, 6:00am

the place where it changes between buffed and unbuffed is where the hero pot and other stat increase pots come into play. a w/wd with 180k pa ub and 38k str will get higher buffed pa then a 180k w/wd with 34k str for instance. when you make gear you should always calculate the buffed value as using the unbuff value might lead to you using improper gear/rune (ex: massacre on w/wd has high ub value but isn't a top 4 rune for buffed value). Now the difference between top end and low end stats is more visible on some classes then others. Basically if your buffed pa is over the boss debuffed pdef you get less benefit from having higher pa then the similar increase if you were lower then the boss pdef. Long story short scouts and rogue see a bigger difference from having worse stats, but they also have access to better options when it comes to what they can use so it kinda plays both sides. End of the day it is surely a sub 10% dps difference and imo is not relevant.(would like real number to back it up though, but gonna have to wait after midterms to do anything like that)
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35

Friday, October 28th 2016, 9:37am

As soppy stated, not all attack increases are applied equally. Hero potion increaes your attack, but not by 20%. It increases your dex. The "physical Attack" portion on your gear or Triumph/Vengeance stats is not affected by hero potion. However, 100 dex grants 130 attack power, which IS IN FACT affected by a 10% attack power increase. So The need for computaion exists, in order to seperate, and properly calculate, the increase of attack when attributes grow differently from "pure attack".


The spreadsheet's entire purpose is to factor those things in (hero pots, etc.). I use a value of 300k patk on warrior due to what I see in various youtube videos.

So that 4% (12k patk lost) difference IS WITH ATTRIBUTE BUFFS. If char plan reads your current buffs, and then computes your char stats with the CP GearPlan, you could use it. However, I am unsure if that is the case, hence the calculations by hand on spreadsheet. If I did not factor these buffs in, the changes in attack power would be rather straight forward to compute.

This post has been edited 4 times, last edit by "BlankMinded" (Oct 28th 2016, 9:49am)


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36

Friday, October 28th 2016, 9:30pm

Also to take into account using older stats would be for people doing TH twice a day would be the value of 4 X runes on every piece of gear.

Judge X = 180Int/450 MATK to a judge VII = 125Int/312 MATK
Enigma same comparison
Massacre same comparison

Sage X = 150 INT/Wis to a Sage VII = 103INT/Wis
Tyrant same comparison
Assassin same comparison

And these not counting the +20% of OD also


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37

Friday, October 28th 2016, 11:10pm

get a hoe set zid... sheesh :)
Misguidedknight 72S/72K/70R Retired
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38

Saturday, October 29th 2016, 3:01am

? Runes have no bearing on the difference between low level stats and high level stats. There is no need to account for this. If you have x runes, good for you. You'll have x runes in an item regardless of what stats you put on it.

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