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energizement_guide [2023/02/04 18:31] – [Savagery/Fortitude] marlexenergizement_guide [2023/02/04 18:39] (current) – [Savagery/Fortitude] marlex
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-====== Energizement Guide [DEPRECATED?======+====== Energizement Guide ======
  
-**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). 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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 Good all around. Savagery and Fortitude are the foundation for your combat strength. Good all around. Savagery and Fortitude are the foundation for your combat strength.
-\\ Fortitude scales very well with the Health Multiplier itself proves, aswell as Colossus (corp buff) and Juggernaut injections, +\\ 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. \\ as such it's a higher value Stat compared to Savagery.
  
-Though in some scenarios a "glass cannon" build can gain good results,  +Though in some scenarios a "glass cannon" build can achieve good results,  
-\\ but once the enemies Attackspeed scales passt the limit of 10 Attacksspeed placed on the Player, they'll fall apart.+\\ but once the enemies Attackspeed scales passt the limit of 10 Attackspeed placed on the Player, they'll fall apart.
 \\ T10 Monsters have Agony, which allows them to deal Damage based on your max Health. \\ 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. \\ Therefore a damage focused build is recommended for the transition between T9 and T10 until you gain enough agony resistance.
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 **Slot: Shoulder, Earrings** **Slot: Shoulder, Earrings**
  
-Since the Statrework there seems to be no scenario where it is good picking Min Damage over other Energizements. +Since the stat-rework there seems to be no scenario where it is good picking Min Damage over other Energizements. 
-\\ Only Reason would be if you want to reduce Randomness.+\\ Only reason would be if you want to reduce randomness.
  
 =====Max Damage===== =====Max Damage=====