What are the most important things to cap on casters?

Galie

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What are the most important things to cap on casters? What do I need to cap on my template, Skills, Stats, hits, Spell bonuses, resists, charges etc.

I'm building a body sorc template and I was puzzled as to where my priorities should lie. I heard Skill bonuses will not effect me in anyway if I'm specced over 35 in that line, is this true? So shoudl I ignore them?
 

Sycho

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I can tell you that +11 magic skill is about 15-20% more magic damage or so(doesn't effect caps but effects resists too and more chance to hit caps on monsters/players), it's well worth having in your sc no matter if you are 50 spec in the line or 35.

I went for +26 dex overcap on wiz, all resists capped except matter, +17 int overcap, +11 fire and tried to squeeze hits/con overcaps in, but couldn't, got them at 200 so that's good enough, going to still die fast even with 40 more hps or so anyway.

In pryd general section mrmiff did a test to do with +0 magic skill and +11 magic skill in a thread there.
 

Krissy

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+5 normaly is enough to stabalise nukes, no variance and cap damage on each char.

Spells chance "to-hit" is based on the spell lvl vs the target, not the +spec you have.
 

Jaem-

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I think you need to cap most of which you asked about, +dex to cap is prob a must imo, cast speed is everything for a caster imo, unless your a bonedancer.

:)
 

Brunore

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Con, Pie, Dex, Skill, Cast speed, Cast range and spell piercing
 

Iceflower

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In RvR the runemaster TL stated that each + skill you had above 50 gave you 0.3 or 0.4% more damage per nuke so there is a positive effect. It could be that you get more benefit from making sure you cap dex, piety/int and resists before spending sc points on skills above 50. This trade off is probably more important to think about if you are a non-powergamer though. However, the +skill above 50 do have an impact on PvE both on damage and resist rate.
 

cHodAX

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For someone going 35 in thier main offence line +11 skill important. Contrary to what you may have read or heard you WILL get variance on DD's until you reach 50 including skills and realm rank. Now, it is true that when you go over 40 with everything the variance drops hugely but you will notice once in a while you will land one DD that hits alot lower than the rest. To many people that is less important than having other extra stats/resists so in the end it is personal preference. It boils down to this, solid DD's that will occasionally go below average or rock solid DD's that never vary over the course of a fight but slightly lower stats/resists. Personally at 35 in the offence line I would take the +11 skill but it either way you won't be gimped.
 

cHodAX

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Iceflower said:
However, the +skill above 50 do have an impact on PvE both on damage and resist rate.

No, +skill purely effects variance before 50 and after 50 it gives a small damage increase but does not increase damage cap. Remember that spell damage cap is purely based on the delve value of the spell + mastery of magery + any ToA bonus-to-caps.
 

Eroa

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The things that make you hurt ppl more and faster are the best
 

judas

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str so u dont get to encumberd to move when striped from buffs and str debuffed xD
 

Damon_D

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Cant get enc by str debuff's any more , got nerfed a while back I'm pretty sure
 

Pin

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Sycho said:
In pryd general section mrmiff did a test to do with +0 magic skill and +11 magic skill in a thread there.
Thanks for pointing me to the thread - it's nice to clear up BS :p
 

Iceflower

Fledgling Freddie
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Aye read Pins post on second page. It all comes down to a choice of what to put in that imbue spot, the extra damage is nice to have but do you have to sacrifice something else in the template to get it? And is the sacrifice worth it at the end of the day?
 

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