29 thoughts on “What You Don’t Know About Autoattack Could Cost You

  1. I equipped one of those wands out of the x4 on my defiler, and yes it killed my melee dps. You say a defiler does dps, yes in a raid I can push 20-30k dps and still heal. That wand took my dps down to about 8k bottom of the pack. I know some folks will say you are a healer you should not be dps’ing. Not true all dps adds up, everybody should be doing at least 10k dps at level 90 and if your not then something is wrong.

  2. Just a few things that are a little off:

    You point out that druids, clerics, and enchanters use autoattack heavily, but mystics are also melee healers, and second only to inquisitors in terms of DPSing in such a way.

    Also the 200 point cap for DPS and Haste was taken away in a recent update. DPS now increases damage of autoattack in the same way your primary stat increases all damage, 200 still = 125, but going over 200 will continue to add to your damage ie 300 = ~135. Haste “caps” at 200 still but over 200 gives small amounts of flurry. While the 200 = 125 is still in effect, over 200 now does something for you now.

    Multiattack is also no longer capped, though the defacto soft cap is 600 (it was changed several times between 500 and 600 during testing). 600 is the last time that 100 MA = 1 extra swing, after this the next guaranteed extra swing is 1000.

    I don’t mean this to sound like I’m telling you “you’re wrong” or anything like that, but I spend a lot of time with raidmates, particularly scouts, trying to help them understant that autoattack is so huge and the exact stats they need to strive for.

  3. Thanks for the great writeup and for calling attention to this issue. I’m an enchanter so I’m defintely frustrated by this… at the speedy rate I cast spells there’s no hope my combat arts are going to reset the autoattack meter in time. An a side question, too: why haven’t they made the autoattack timer part of the standard UI yet? It’s helpful for eveyrone to know when they are or are not autoattacking. IMO it should be a toggleable window out of the box.

    I also wish a had a proximity based setting that would simply default to melee when I was in melee range (even if I were overlapping, favor melee) and ranged autoattack when I was not. That way, it would truly feel “automatic” to me.

  4. Wait, it gets worse.

    Spell autoattack has one difference from normal autoattack, and that’s how it works with your ‘normal’ casting. In most cases, auto is stopped by combat arts and casting, so you have to time things to get the swings in on schedule. With spell auto, hostile spells do not affect it at all, though heals and CAs will.

    Personally, I hate it. I just unequipped it on my ‘namesake’ main character, a warlock, because it was simply more hassle than it was worth. (I also got something better for that slot, so…) But YMMV.

  5. A wand isn’t worth the trouble until you have the gear to support it (with the spell auto stats). As current tier stuff doesn’t have it until EoW+ you won’t benefit from a wand at all for a very long time.

    Also, DPS mod doesn’t cap out anymore, it’s just a soft cap that decreases the gain by a ton.

  6. Good writeup. This issue was one that was pointed out to SOE back in testing and has been continually stressed ever since it went live, since it can significantly reduce the DPS of melee priests. Considering they did not remove the regular ranged slots from drop tables many of those priests are just using the non-wand items because of this. The sad irony of it is, the priest-targeted wands have melee stats and yet those stat gains are easily offset by the how crappy spell autoattack is.

    All they need to do is add a toggle to prevent autoattack from changing or even a toggle to disable spell autoattack outright. It was a mediocre idea to start that bloated stats quite a bit (especially after their “lets simplify stats” crap). They flubbed again by having mage and priest versions of each and yet making them usable by both. It’s just another terrible itemization decision in a year that’s been plagued by them.

  7. Thanks to feedback from Ferk, Anaogi, Barx, I’ve updated the article to address Overcap Stat Conversion, the lack of Spell Autoattack “timing”, and Mystics affinity for Melee Autoattack.

    I had initially left out the overcap stat conversion info to keep the article from getting too long, but I see how the omission could have led to confusion.

    I do wonder — with the infinitesimal gains once you are over cap, and the desperate need to use all the Critical Chance and Critical Mitigation we can get, I wonder how many people are going out of their way to get that tiny bit of Flurry or Spell Doublecast.

  8. You say this:
    “Going over 200 starts to provide a very small amount of Flurry, which allows you to hit multiple targets in the area.”
    but isn’t it overcapped Haste that grants Flurry? Also, your description of what Flurry does is incorrect; what you’re describing is AE Auto.

  9. Would also like to nitpick one more thing — the article mentions flurry as something that “allows you to hit multiple targets in the area”. This is incorrect. What the author is referring to is AE Autoattack. Flurry allows your autoattack to hit the target multiple times and it stacks with Multiattack, effective doubling MA.

  10. This spell auto-attack concept has got to be the dumbest thing I’ve seen since I saw rick perry draw a mind blank about what else he’d remove after he said he’d remove the education system if elected. That pretty much sums up my feelings about it right there.

  11. What about weapon skills over the caps of 650? rangers get focus aim which shoots up our weapon skills does thios add to the base damage of your weapons or to the less chance of missing, reason why I ask is because this is something that The Legendary Ranger From Guk Landacet Of Ancient Legacy And Lord Jacun of LCN have discussed and parse overall throughout some time.
    Does a higher weapon skill raise base damage of weapons or increase chances of hitting.

  12. Furys actually do more dps with a wand because of the druids wardens are the melee class and Furys are the casting class. In order for a fury to have a max output of heals and dps they have to be constantly casting spells and heals and there by never allowing melee autoattacks to land anyways. I know there is some melee AAs a fury can get but it just takes the spots of more effective AA choices for them, unlike wardens who actually have melee AAs in their class specific tree. So when you say druids it should really be wardens.

  13. Lol. I agree with Nalol, Although, my Druid didn’t get much dps increased with the Wand, it allows me to keep casting and I don’t die to Melee AoE’s.

    My Coercer uses Melee and doesn’t use a Wand, because she can use self-only AoE Blocker Str Endline and stay alive, and it makes sense to use the Enchanter Combat Arts. Fury doesn’t really have any reason to be out there in melee taking those AoE hits…

    Bards matter in the group though. Defiler with a Dirge loses a ton of Dps, because the Wand turns you into a Caster, and the Dirge buffs are being wasted. So, unless you are a Fury or with a Troubadour, you’d usually be best off leaving Wands to the Sorceror/Summoners.

  14. Has the m.a. mechanic been altered since this thread was active? Seeing some different things when cursoring over m.a. modifier in drumsui char. window, things not consistent with the mechanic outlined here…For example, at +635 m.a., cursoring over tells me that will yield “one additional attack, plus 10% chance for an additional”…..

    1. Trushott,

      It’s an in-game display bug. With 635MA, you are getting 6 extra attacks, and a 35% chance of a 7th attack. 700% is the soft cap by the way. Beyond that, overcap stat conversion applies.

  15. I noticed on my congy the spell auto does some damage but does not crit 100% of the time. I have over 300 cc. Do I need to work on my weapon skills? Ie adornment of weaponry or are mages just doomed not to spell weapon crit 100% of the time.

  16. I am a raiding coercer. If I need to be at range, I have a macro which equips my Focus Ranged Item and switches to ranged auttoattack. When I can meelee I use another macro which equips a non focus ranged item and swithes to meelee autoattack. This seems to work fine for me, or am i understanding the complaints about focus ranged items (wands) incorrectly?

    1. I am a raiding coercer. If I need to be at range, I have a macro which equips my Focus Ranged Item and switches to ranged auttoattack. When I can meelee I use another macro which equips a non focus ranged item and swithes to meelee autoattack. This seems to work fine for me, or am i understanding the complaints about focus ranged items (wands) incorrectly?

      Unequipping and equipping items is the only way until we get an autoattack setting.

  17. Did the recent expansion do much to improve the usefulness of spell weapon stats?

    After reading this months ago, I’ve been reforging my (non-raid) gear to reduce the spell weapon stats into other more useful stats.

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