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| energizement_guide [2022/02/21 22:35] – [Max Damage] marlex | energizement_guide [2023/02/04 18:39] (current) – [Savagery/Fortitude] marlex | ||
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| - | ====== Energizement Guide (W.I.P.) | + | ====== Energizement Guide ====== |
| This guide is meant to give a general overview for Energizements and how to optimally roll them (based on my, Marlex, experience). | This guide is meant to give a general overview for Energizements and how to optimally roll them (based on my, Marlex, experience). | ||
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| 2 perfect rolls and 1 good but lower tier roll is still fine. | 2 perfect rolls and 1 good but lower tier roll is still fine. | ||
| - | __**Tier 9**__ | + | __**Tier 9+**__ |
| You can aim for perfection. | You can aim for perfection. | ||
| + | ===== Damage ===== | ||
| + | **Slot: Mainhand, Sidearm, Arm-Augment** | ||
| + | |||
| + | Together with IDR best in slot. | ||
| + | \\ Early game Damage will be stronger, mid to endgame as enemies gain more Damage Reduction and Compendium provides a decent amount of damage, | ||
| + | \\ IDR will gain more importance. Still damage energizements shouldn' | ||
| + | |||
| + | ===== IDR ===== | ||
| + | **Slot: Mainhand, Sidearm, Gloves, (T9)Brain-Augment** | ||
| + | |||
| + | Ignore Damage Reduction is together with damage best in slot. | ||
| + | \\ Due to the IDR Formula each additional source of IDR will add less and less to your total IDR. | ||
| + | \\ However since late game monsters gain a lot of DR, it's worth it. | ||
| + | \\ The value of the rolls on Brain-Augment is very small, it's better to roll some other stat on Brain. | ||
| ===== Speed ===== | ===== Speed ===== | ||
| **Slot: Legpiece, Boots** | **Slot: Legpiece, Boots** | ||
| - | This is generally | + | |
| + | This is generally | ||
| \\ Each time your Attackspeed goes up will be a big boost to your strength, sometimes allowing you to defeat monsters before they even have the chance to hit back. | \\ Each time your Attackspeed goes up will be a big boost to your strength, sometimes allowing you to defeat monsters before they even have the chance to hit back. | ||
| - | \\ This is especially noticable in low/mid tier incursions where your killcount will make a huge leap if you manage to 1hit KO the enemy without taking damage, since \\ Incursion monsters do not gain multikill buff and will not get faster during the fight. | + | \\ This is especially noticable in low/mid tier incursions where your killcount will make a huge leap if you manage to 1hit KO the enemy without taking damage, since |
| + | \\ Incursion monsters do not gain multikill buff and will not get faster during the fight. | ||
| - | Sometimes adding a Speed energizement won't push you into the next [[calculators|Attack Speed Tier]], in which case it might be more benefitial to keep another energizement. | + | \\ Sometimes adding a Speed energizement won't push you into the next [[calculators|Attack Speed Tier]], in which case it might be more benefitial to keep another energizement. |
| + | ===== Armor ===== | ||
| + | **Slot: Any** | ||
| + | |||
| + | Can't go wrong with this. Very good. | ||
| + | \\ Slot specific energizements takes priority, though. | ||
| ===== Armor per 10 Level ===== | ===== Armor per 10 Level ===== | ||
| **Slot: Chestpiece** | **Slot: Chestpiece** | ||
| - | BiS, no competition. | + | Best in slot, no competition. |
| - | ===== Pierce | + | ===== Pierce ===== |
| **Slot: Any** | **Slot: Any** | ||
| - | The value of this Energizement depends on the enemy you fight and how much you multikill. | + | Pierce is a direct multiplier to your damage, if you have too little the enemies armor will reduce your damage. |
| - | You want to be pierce | + | \\ Generally you want a good amount of pierce, bare minimum it should be equal to enemy armor. |
| + | \\ Keep in mind that enemies armor gets higher with multikill buff. | ||
| - | If your pierce | + | \\ The true dmg is just a níce bonus. |
| - | Then for the next 20 pierce points you rapidly gain a damage | + | |
| - | Any point above that just adds negliable amounts of true damage. | + | |
| - | + | ||
| - | Multikill buff raises enemy armor, so take that into account. | + | |
| ===== Pierce per 10 Level===== | ===== Pierce per 10 Level===== | ||
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| This is an option if you have low base pierce, but generally you'd prefer IDR on gloves. | This is an option if you have low base pierce, but generally you'd prefer IDR on gloves. | ||
| + | \\ For later levels it seems roughly equal with IDR and pierce will give a slight edge in the Spire, | ||
| + | \\ especially with the right Spire Modifiers | ||
| ===== Savagery/ | ===== Savagery/ | ||
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| This is a bad energizement and should be rolled over. | This is a bad energizement and should be rolled over. | ||
| - | At low combat levels it won't provide alot of base stats, at high combat level it's already dwarfed by the base stats your equipment provides. | + | \\ At low combat levels it won't provide alot of base stats, at high combat level it's already dwarfed by the base stats your equipment provides. |
| - | Except maybe __very__ early game the % Energizement is strictly better. | + | \\ Except maybe __very__ early game the % Energizement is strictly better. |
| - | ===== Savagery/ | + | |
| + | Spire: With the right combination of Spire Modifiers this is actually BiS for beating the Spire. | ||
| + | ===== Savagery/ | ||
| **Slot: Any** | **Slot: Any** | ||
| - | This is the better option but due to the diminishing returns | + | Good all around. Savagery and Fortitude are the foundation for your combat strength. |
| - | I recommend getting no more then 1 or 2 each in total on your gear. | + | \\ Fortitude scales very well with the Health Multiplier itself provides, aswell as Colossus (corp buff) and Juggernaut injections, |
| + | \\ as such it's a higher value Stat compared | ||
| + | |||
| + | Though in some scenarios a "glass cannon" | ||
| + | \\ but once the enemies Attackspeed scales passt the limit of 10 Attackspeed placed on the Player, they' | ||
| + | \\ T10 Monsters have Agony, which allows them to deal Damage based on your max Health. | ||
| + | \\ Therefore a damage focused build is recommended for the transition between T9 and T10 until you gain enough agony resistance. | ||
| =====Min Damage===== | =====Min Damage===== | ||
| **Slot: Shoulder, Earrings** | **Slot: Shoulder, Earrings** | ||
| - | The percentage at lower tiers is too low to be good and you benefit from other stats more. | + | Since the stat-rework there seems to be no scenario where it is good picking Min Damage over other Energizements. |
| - | \\ Avoid until T8+ | + | \\ Only reason would be if you want to reduce randomness. |
| - | \\ Getting 1 roll at T8 can reduce | + | |
| - | \\ Starting at high empowered T9 gear this is actually a worthwhile energizement, | + | |
| - | \\ and at T9 the % amount of the energizement is decent. | + | |
| - | \\ When you get more than 30% you will have to compensate with Max Damage Energizements (base damage range is +/- 15%) or you won't get any more damage. | + | |
| =====Max Damage===== | =====Max Damage===== | ||
| **Slot: Shoulder, Belt** | **Slot: Shoulder, Belt** | ||
| - | The percentage at lower tiers is too low to be good and you benefit from other stats more. | + | Not a good Energizement, just get more Savagery or Pierce. |
| - | \\ Avoid until T8+ | + | |
| - | \\ If you get a roll at T8 don't have to roll over, but that's about it. Not a high priority. | + | |
| - | \\ Starting at high empowered T9 gear this is actually a worthwhile energizement, since all other stats suffer from diminishing returns | + | |
| - | \\ and at T9 the % amount of the energizement is decent. | + | |
| - | + | ||
| - | + | ||
| + | ===== Health ===== | ||
| + | **Slot: Ear-Augment** | ||
| + | Get some Fortitude or Armor instead. | ||
| + | \\ Might be usefull in Spire with the right Modifiers, but generally not needed. | ||