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Energizement Guide [DEPRECATED?]

THERE HAS BEEN A REWORK HOW ARMOR/PIERCE/FORTITUDE/SAVAGERY ARE CALCULATED. THIS GUIDE MIGHT NO LONGER BE ACCURATE

This guide is meant to give a general overview for Energizements and how to optimally roll them (based on my, Marlex, experience).

General

When rolling Energizements you can roll Energizements of the same Tier or 1 Tier lower. (Detailed Info about the mechanic here) Ideally you want 3 desirable Energizements of the same Tier as the item you're rolling on. However that often means you'll have to lock 2 Energizements and reroll the 3rd for 40 energizement shards, which can become quite expensive. For that reason I strongly recommend going for 2 good rolls of the same Tier as the item and just taking whatever for the 3rd (with few exceptions which you should immediately reroll, see below) After getting 2 “perfect” rolls on each piece you can go for the 3rd, I recommend moving on to a different piece even if you roll the desired Energizement 1 Tier lower. When you have done that for each piece, and it's not time for you to move to the next Equipment set, you can finally try to get the perfect 3rd roll.

Tier 1-3

Just unlock 3 Energizements, maybe roll a couple times without locking.
Energizements help, but aren't super important at this stage of the game.

Tier 4-6

Those tiers still go by fast so don't worry too much about getting 3 perfect rolls.
Two good rolls on each piece will get you far. Min/Maxing is probably not worth it, yet.

Tier 7-8

2 perfect rolls and 1 good but lower tier roll is still fine.

Tier 9

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't be neglected.

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.

Speed

Slot: Legpiece, Boots

This is generally best in slot up to T9, which is when you start reaching Attack Speed Cap (10) even without energizements.
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.


Sometimes adding a Speed energizement won't push you into the next 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 and reaching pierce cap takes priority, though.

Armor per 10 Level

Slot: Chestpiece

Best in slot, no competition.

Pierce

Slot: Any

The value of this Energizement depends on the enemy you fight and how much you multikill.
You want to be pierce capped so you ignore enemy armor and deal extra damage.
If your pierce is equal to the enemy armor you completely negate the armor.
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.
Multikill buff raises enemy armor, so take that into account.

Pierce per 10 Level

Slot: Gloves

This is an option if you have low base pierce, but generally you'd prefer IDR on gloves.

Savagery/Fortitude per 10 Level

Slot: Any

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. Except maybe very early game the % Energizement is strictly better.

Savagery/Fortitude

Slot: Any

This is the better option but due to the diminishing returns of both those stats, still not great*. I recommend getting no more then 1 or 2 each in total on your gear.

* Since v26 Fortitude also gives Healthmultiplier, a very strong stat, thus Fortitude% is now close to Armor% in power. No need to limit yourself to 1-2 anymore like I wrote above

Min Damage

Slot: Shoulder, Earrings

The percentage at lower tiers is too low to be good and you benefit from other stats more.
Avoid until T8+
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

Slot: Shoulder, Belt

The percentage at lower tiers is too low to be good and you benefit from other stats more.
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

Slot: Ear-Augment

For the T6 augment it's about even with armor energizements.
For T9 it's best in slot.