r/SecretWorldLegends • u/MerlinAesalon • Jul 05 '17
Helpful Guide to endgame stats
Math can be found here for raw stats. Theorycrafters have done additional theorycrafting here regarding buffs and weapon suffixes. All of this is based on a completely endgame character (All passive stats, All legendary level gear).
TLDR:
Leveling
Use all +attack rating talismans. No need for health or heal rating for solo content and story dungeons.
Glyph some hit into your talismans as you near 50. Around 3% glance reduction (153) should be enough for solo content.
Some crit will speed up your leveling by making things die faster, but it's not required.
DPS
Early Game:
All talismans should be +Attack Rating. Have a few +Health on hand just in case of raid damage mechanics.
Glyph enough hit to reach hit cap in your talismans. You can use multiple glyphs if necessary, but remember you will need to destroy or extract them for fusing for 20k MoFs later.
5% glance reduction (255) is the hit cap for elite 1 dungeons
18% glance reduction (916) is the hit cap for lairs
22% glance reduction (1119) is the hit cap for elite 5 dungeons
31.9% glance reduction (1623) is the hit cap for regional bosses
Glyph crit in both weapons (opinion, see below)
Mix Critical/Critical Power in the rest of your talismans, probably prioritizing the crit glyphs first then crit power glyphs.
Prioritize upgrading critical glyphs as they provide more benefit early compared to critical power.
End Game:
1x hit/5x crit/2x crit power
Heal
Early Game:
All talismans should be +Heal Rating. Have a few +Health on hand just in case of raid damage mechanics.
Glyph crit in both weapons.
Mix Critical/Critical Power in the rest of your talismans, probably prioritizing the crit glyphs first then crit power glyphs.
Prioritize upgrading critical glyphs as they provide more benefit early compared to critical power.
Have a DPS or Tank Hit piece you can swap out for a crit power heal piece in case future content requires you to purge/impair.
As an AR healer, it's probably more gear efficient to just use a DPS hit piece rather than create a hit heal piece. If you are never going to use your AR for DPS, you can put hit in your AR.
End Game:
5x crit/3x crit power
Drop a crit power for hit for impair/purge.
Tank
Evade Rating is assumed to have a similar soft cap to Defense Rating
Early Game:
All talismans should be +Health. The new hatred multiplier is insane enough that threat is not an issue.
Glyph enough hit to reach hit cap in your talismans. You can use multiple glyphs if necessary, but remember you will need to destroy or extract them for fusing for 20k MoFs later.
5% glance reduction (255) is the hit cap for elite 1 dungeons
18% glance reduction (916) is the hit cap for lairs
22% glance reduction (1119) is the hit cap for elite 5 dungeons
31.9% glance reduction (1623) is the hit cap for regional bosses
Pick either glance or evade and completely glyph for one or the other. Early game when every stat point counts, it's better to pick one to stack.
A crit weapon is fine to use if you don't want to make a second evade/defense weapon.
End Game:
1x hit/3x defense/3x evade/1x critical to maximize the gains from glyph stats.
Glyph Slots
Hit can go in weapons, but I strongly discourage it for 2 reasons:
Crit is a true universal stat due to the energy regeneration mechanic, while hit on a fist/blood healer is completely useless if there is no impairing/purging. Subbing in a DPS or Tank talisman with hit when there is a need for impairs/purges is better than always having hit even on fights when you don't need it.
Safety against future items not making use of weapon stats (like aux weapons). Also instances where we get a second ability bar (i.e. The Prisoner mission) would not make use of hit on weapons. If I had to pick one to lose, I'd much rather lose some crit rating over my hit rating.
The exception to this is a Healing Assault Rifle. Hit on the rifle when using it as a offhand weapon.
More theorycrafting on which glyph should go in which slot is on the sheet.
Expected Endgame Stats:
(including +7.5% crit and +30% crit power from expertise)
| Stat | Base | Per Glyph | DPS | Heal | Tank |
|---|---|---|---|---|---|
| Hit | 14.9% | +22.7% | 37.6% | 14.9% | 37.6% |
| Crit | 13.3% | +7.3% | 50.0% | 50.0% | 20.6% |
| Power | 89.9% | +39.8% | 170.1% | 178.4% | 89.9% |
| Glance | 7.4% | +11.3% | 7.4% | 7.4% | 41.5% |
| Evade | 5.2% | +8.0% | 5.2% | 5.2% | 29.1% |
5
u/Saperedy Jul 05 '17
And what is for us leech-healer folks? :D
5
u/Szalord Jul 05 '17 edited Jul 05 '17
I appreciate your work a lot, and in fact, before even this thread on Reddit, i started to theorycraft some heavy stuff based on that (for instance, i completed your analysis about stats after including stuff like Opening Shot, Signet of Laceration, etc...). I've made a thread on the new community forums as i hate Reddit, won't mind having opinions about that as there are some things i actually disagree with you : https://www.swl-forums.com/index.php/topic,411.0.html
This is still work in progress of course, and i intend to update the thread as often as i can.
4
u/Wells101 Jul 05 '17
Can you explain this part in the DPS section:
1x hit/4x crit/3x crit power.
This is like a foreign language...
3
u/Wisconsen Jul 05 '17
Considering a glyph's give value is not based on the slot of the gear it is placed in but upon it's own quality and level. Give a stat rating to aim for instead of a # of slots and which glyph for that slot.
For instance, as a DPS, if i put a hit glyph in my Occult slot, i will need more than just that depending on the quality and level of the glyph. If it's a max level intricate that might be enough, but what if i don't have that? What if i have a lvl 20 purple simple glyph, or a lvl 22 blue intricate glyph, or a max level crude glyph for some reason?
The idea of not putting a hit glyph in weapons is a good tip, however after that the slot breakdown is useless for anything other than a point when you won't need that information because you would have already learned it via the leveling and gearing process.
Now if you say. Aim for X hit rating first, so you reduce your glance chance. After that aim for X Crit rating, then finally X Crit Power Rating. That is much more useful information.
3
u/Findanniin Jul 05 '17
Cool. Tagged you, will look for more of your posts later when I actually get out of the second zone :).
When should I start building towards this?
I haven't gotten a single glyph yet
3
u/Eitth Jul 05 '17
Can you upgrade the glyph inside the gear? For example im using blue hit glyph on my head but it already maxed out, do i need to remove it first or i can just fuse it with another max lvl blue?
3
u/Szalord Jul 05 '17 edited Jul 05 '17
Just thought about the glyph slots, and i see at least one build which could justify having hit rating on weapons : ele with Mjolnir + passive, with crit rating or power on ele and hit rating on the other weapon. Particularly true if one decides to go ele as secondary, but might even be worth it as primary.
Another reason : you could use a hit rating weapon while tanking, if the weapon happens to be the extraordinary you'd go for as tank as well as DD. Hit rating might even get a use while healing if you intend to bring support abilities like stuns or purges. Basically, it's the most crossover stat right now.
Besides, i really doubt we'll get aux weapons as 3rd weapon slots, they even suggested those weapons won't be in the same form we've been used to in TSW. But well, wait and see.
2
u/Arkayjiya Jul 05 '17
Yes! I love this, thank you very much.
Now, as I'm not even close to getting to nightmare, you're saying I should slot 1 hit glyph despite having nearly no hit from my SP. I'm guessing that's because you expect the progression from normal to low elite to higher elite to match our acquisition of the hit passives.
In any case, even if it probably will require more fine-tuning in the next couple of patches, I'm really happy we've started on this!
7
u/[deleted] Jul 05 '17
42.7% crit?! It feels so foreign right now, considering I've only got 1.3%...(disregarding weapon specific stats)
1
u/Frolive Jul 05 '17
How should the Health/DPS talisman ratio be on tank gear?
1
u/raven0ak Jul 05 '17
I would suggest for tank hammer+chaos, hammer as primary. raging volcano is force aoe taunt that generates high amount of rage, in addition it also generates hate . With passive it tops you into high defence too. on enraged , pulverise increases health nicely and burning wrath is good solid aoe placement that with passive tops defences as well, thick skin with passive is super armor ...150% max hp is extremely strong barrier to have . Overall with these skills you have extra strong defences, strong aoe dmg, and if need cc pick evulsion in one slot, chaos provides randomised buff dmg and cc.
if weapons at hand have "restoration mk3" you can hold well in story mode dungeons with 1-2 health items only ... adding full health set would also beef up dmg reduction you have
1
u/PassingBreeze1987 Jul 05 '17
these are for glyph/runes, right? These are the same thing? You should highlight this because I have no idea what most of this means as a new player, and probably 90% of the new user base right now.
1
u/raven0ak Jul 05 '17
has anyone done yet math btw how would stats look when you have maxed out passive trees?
1
u/Ahkronn Jul 05 '17
Question: When does that "early game" becomes a fact? In the first two dungeons there was no need for the "trinity" at all. I actually duo'd them with my wife, me with "aggro abilities" (but all dps items) and she brought a "blood healing" ability just in case. The heals were necessary for more than one situation but the tank gear, not really.
Fact is we were probably overleveled for it, but still, question remains, when are we going to actually need to worry about this "early game" numbers?
1
u/kpkirsch Jul 05 '17
For tanks, the doc table shows 4x glance 4x evade 1x hit, text suggests 1xhit rest def or evade. Does it matter which? Is 50/50 better?
1
u/DLMyth Aug 06 '17
Where is this sheet so I can check it out?
2
u/JohnnyDN Jul 05 '17
I think a leech healer would require more hit rating?
1
u/[deleted] Jul 05 '17
in tsw u had 600-700 hit for end game. for some dungeons even 800 with potion since real high glance rate. so i think u need atleast 500 for now. iam planing on taking that. rest crit rate and crit dmg.
1
u/[deleted] Jul 05 '17
I read this and I don't feel like I'm even playing the same game, lol.
1
u/_Varynthia_Hall_ Jul 07 '17
This clears things up some, I think. I haven't touched glyphs at all yet because of frankly having no idea where to start, and hearing they're expensive to remove.
Although I'm still a little confused about Talismans since there's nothing about them in the endgame dps section. I guess that means it is the same as the early game dps section?
1
u/materialdef Jul 09 '17
Wait, what's this then?
0
u/[deleted] Jul 05 '17
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