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Lab Server - ATT% vs Damage%
I'm getting conflicting information about how good Damage% is against ATT%, specifically on the Lab server.
I have two Daggers. One has potential of Damage + 6%, All Stats + 5%, and ATT + 4%. The other has potential of Damage + 11% and All Stats + 4%. I went to Henesys in different channels and asked which was better.
Three people said that the one with Damage + 11% was better. One said that "Damage +1% = All Stats + 1% = ATT + 4%." Another said that "ATT% is useless in Lab."
Three other people said that the one with Damage + 6% and ATT + 4% was better. One said that "ATT +4% is like Damage + 20%", and another said "ATT% is always at least 2x better no matter what server."
Checking the forums, some say that Damage % is better in Reboot, but ATT% is better in other servers.
Can anyone help me with this? I don't want to spend half an hour scrolling to 255 and find that I wasted Spell Traces.
Thanks,
AK712
Comments
(Attack) * (1 + %Attack) * (MainStat) * (1 + %MainStat) * (1 + %Damage)
Since it's all multiplicative, the most effective way to increase the result is to increase whichever of the variables you have the least of.
In normal servers, we generally have a lot of MainStat and %MainStat, so we want to add ATT and %ATT to whichever equipment can have it.
But In LAB, the Blessing potion passives give 4000 att/m.att and 300% att/m.att when maxed. This tips the balance and makes ATT and %ATT stats/potential on items a lot less desirable than MainStat, %MainStat, and %Damage.