Consolidating Stats
Sentinel’s Fate consolidates many separate stats in an effort to simplify itemization. Developers have been hounded on the EQ2 forums for “ignoring” healers, hybrid classes which need both spell and melee abilities, etc. in designing gear. Stat Consolidation is a huge step in making a smaller set of gear usable by a larger player population. Here is the list of changes:
- Crit = Damage Spell Crit, Melee Crit, Range Crit, Heal Crit
- Crit Bonus = Spell Crit Bonus, Melee Crit Bonus, Range Crit Bonus
- Double Attack = Double Attack, Ranged Double Attack
- Potency = Base Spell Damage, Base Combat Art Damage, Base Taunt, Base Heal Amount
- Ability Mod = +CA Damage, +Spell Damage Mod, +Heal Amount
- Physical Mitigation = vs. Crushing, vs. Slashing, vs. Piercing
- Elemental Resist = Cold, Heat resists
- Noxious Resist = Disease, Poison resists
- Arcane Resist = Divine, Magic, Mental resists
Consolidated Stats naturally lead to a simplified Persona Window. Most classes will no longer have to hunt in Spell Stats and Melee Stats to find their Crit, Crit Bonus, Double Attack, etc. numbers. They’re all right there on the main Persona page. There isn’t even a Ranged Stats page anymore.
Inflated Stats?
If you think about how this consolidation works, you’ve probably realized that it’s going to be very easy for Druids, for example, to end up with 100% spell/heal/melee crit, or for rangers to end up with 100% self-buffed Double Attack/Ranged Double Attack. We already know that this expansion is going to be all about Crit Bonus. I think the developers have just accepted that even casual raiders are going to be at (or very close to) the 100% caps for Spell/Heal/Range/Melee Crit on day 1.
The Revamped Persona Window
Note: This is the revised Persona window from Sentinel’s Fate. Previously we had a snapshot from GU55 on Test.
click to enlarge
Before and After Armor Shots
Ranger T4 Wristguards Before vs. After
Ranger T4 Boots Before vs. After
So as a druid, with the consolidating of heal crit and spell crit, my total crit will be over 100%? My heal crit without 3rd party buffs right now on live is 70%. I think my spell crit is like 40% but being a raid healer i rarely use damage spells. Will that 40 add to the 70? If so we may never need buffs for this again. Unless they raise the cap on it. My guess is they will even out the equipment to prevent this from occurring.
In the arm guards – WHY did 30 STR become 30 AGI ? On the boots, the numbers changed on two stats ? Are we going to see lots of items nerfed ? Gear I specifically bought with high WIS suddenly have mediocer AGI ?
Because STR is now useless for a Scout!
Before Feb 16: Scouts want 1,200 STR, about 500 INT, and who cares what the AGI is.
After Feb 16: Scouts want 1,500 AGI and who cares what the INT and AGI are.
As for items that have lost their WIS, I would guess it was not specifically priest gear. I think hybrid classes and battle clerics will be the hardest hit with the stat changes, because items have been changed to more closely fit the “desired” archetype that that item was designed for. But it really won’t take long for you to find items to bring your WIS back up.
The crit bonus just lists Melee, Spell, Heal and Taunt.
Did they forget Ranged crit bonus or were they just to lazy to list it? 😉
I believe it’s a UI oversight. The intention is for them to all be the same.
I heard that we did not lose any more 5 % of critical chance by level of distance with the opponent and that now it is useless to exceed the 100 % I find this information nowhere. Is it true?
J’ai entendu dire qu’on ne perdait plus 5% de chance critique par niveau d’écart avec l’adversaire et que maintenant il est inutile de dépasser les 100% Je ne trouve cette information nulle part. Est-ce vrai?