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energizement_guide [2022/02/22 18:00] – [Armor] 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. | ||
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\\ Due to the IDR Formula each additional source of IDR will add less and less to your total IDR. | \\ 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. | \\ 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 ===== | ||
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Can't go wrong with this. Very good. | Can't go wrong with this. Very good. | ||
- | \\ Slot specific energizements | + | \\ Slot specific energizements takes priority, though. |
===== Armor per 10 Level ===== | ===== Armor per 10 Level ===== | ||
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**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 |
- | \\ You want to be pierce capped so you ignore enemy armor and deal extra damage. | + | \\ Generally you want a good amount of pierce, bare minimum it should be equal to enemy armor. |
- | \\ If your pierce | + | \\ Keep in mind that enemies armor gets higher with multikill buff. |
- | \\ Then for the next 20 pierce points you rapidly gain a damage bonus which caps at __25% extra dmg.__ | + | |
- | \\ Any point above that just adds negligibleamounts of true damage. | + | \\ The true dmg is just a níce bonus. |
- | \\ 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. |
+ | |||
+ | Spire: With the right combination of Spire Modifiers this is actually BiS for beating the Spire. | ||
===== Savagery/ | ===== 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 you 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 ===== | ===== Health ===== | ||
**Slot: Ear-Augment** | **Slot: Ear-Augment** | ||
- | For the T6 augment it's about even with armor energizements. | + | Get some Fortitude or Armor instead. |
- | \\ For T9 it's best in slot. | + | \\ Might be usefull |