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energizement_guide [2022/02/22 18:00] – [Armor] marlexenergizement_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 and reaching pierce cap takes priority, though.+\\ 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 to your damage, if you have too little the enemies armor will reduce your damage. 
-\\ 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 is equal to the enemy armor you completely negate the armor. +\\ 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/Fortitude per 10 Level ===== ===== Savagery/Fortitude per 10 Level =====
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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/Fortitude  ===== ===== Savagery/Fortitude  =====
 **Slot: Any** **Slot: Any**
  
-This is the better option but due to the diminishing returns of both those statsstill not great+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 to Savagery. 
 + 
 +Though in some scenarios a "glass cannon" build can achieve good results,  
 +\\ but once the enemies Attackspeed scales passt the limit of 10 Attackspeed placed on the Playerthey'll fall apart
 +\\ 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 the randomness of fights a litte bit+
-\\ 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.  +
-\\ 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 Energizementjust 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 energizementsince 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 in Spire with the right Modifiers, but generally not needed.