[閒聊] 聖坦的屬性選擇順序
剛剛在翻EJ的坦聖文章,把目前聖坦的順序列如下
命中滿 > 熟練硬上限(15%)滿 > 精通 = 加速 > 免傷
主要討論是
精通與加速比起來
精通 - 在減傷稍好且在換坦場合很棒
加速 - 提供良好的傷害輸出
兩者在平緩承受傷害曲線上均十分良好
免傷屬性 - 減傷部分在精通與加速之間,但沒有額外的好處,並且會有爆血的可能
之前認為的免傷與控傷派的衝突在現在的gear ilv下沒這麼大
只是在命熟滿後,免傷是較不佳的屬性
附上原文
Prioritization and Overview
Hit (to cap) > Expertise (to hard cap) > Mastery = Haste > Avoidance
This is your prioritization table. While Avoidance is last, once Hit and Exp
are capped it is much closer in value than we had previously thought. If you
are currently using a piece of gear with two good stats
(Hit/Exp/Mastery/Haste) and get a piece of gear half a tier higher with an
Avoidance stat, Avoidance is useful enough that the new gear is still an
upgrade (though you should still reforge the Avoidance to something better).
- Hit is our best stat for both DPS and Survivability because nothing beats
it for steady HoPo generation (for survivability) or for making all our
attacks land (for DPS).
- Expertise is our next best stat. It does everything Hit does, except it
does not affect J, making it a little worse but still better than everything
else.
- Mastery vs Haste, the only real decision. You can pick one or the other, or
take some of each. Mastery is very slightly better at reducing damage taken
and really shines in tank swaps, while Haste will significantly improve your
DPS done. They are equally good at smoothing damage taken which is what
matters most.
- Avoidance, once you've capped Hit and Exp, isn't as bad as we had thought.
Its biggest weakness was spikey damage taken, but capping Hit and Exp fixes
most of that. It is between Haste and Mastery in terms of reducing damage
taken but has no particular benefit like Haste or Mastery, and instead has
very slightly more variability in damage taken which is why it is a step down.
- Mixing and matching Avoidance and Mitigation stats used to be considered a
no-no because they tend to reduce each other's value. This is still true, but
its a relatively minor issue at current gear levels and is covered by the
concept of "Avoidance isn't that bad, but is worse than the other stats".
歡迎討論!
給end的人:控制流>減傷流
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※ 發信站: 批踢踢實業坊(ptt.cc)
◆ From: 118.160.227.111
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Best practices in Paladin tanking, for both maximizing survivability and dps
is to stack Expertise to "hard cap" or 15% to completely eliminate Boss Dodge
and Parry.
這邊沒講到對ilv的需求,可以說明一下為什麼這樣說嗎?
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不了解為啥這會"傷",如果一個屬性絕對性的比較好,
那投入其中沒有降低任何能力才對,會說傷的原因是還是把它當成仇恨屬性嗎?
→ rkcity:我比較好奇EJ裡面的招/閃比例.. parry/dodge ratio: 3.597 11/01 03:26
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11/01 03:27, , 13F
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應該是跟邊際遞減(DR)比例有關,裡面提到招架的DR曲線比閃躲的DR曲線"kinder"
※ 編輯: sardiyal 來自: 118.160.227.111 (11/01 03:45)
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