*** Slot Efficiency ***


Alphane

 

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wwwwwwwwwwwwwwwwwwwwYes both are correct just diffrent ways to describe the same equation.

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Exactly - and in that case it's not a waste of resources to use slots reducing recharge. You can, for example, fill 3 slots with damage enhs and double the amount of damage inflicted by a single attack[1] or fill it with 3 recharge enhs, halve the recharge time and do the standard amount of damage twice over the original period. With either slotting, you double the damage done over the original period.


[1] Assuming white SOs, no ED, yada yada

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Ok same maths again but presented in a diffrent way
Assuming a 200 sec recharge power
Every % below 100 = 1 sec bonus
Every % above 100 below 200 = approx 1/3 of a second bonus
Every % above 200 below 300 = approx 1/5 of a second bonus

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True, although it looks like we're agreed on the numbers (however they're presented) anyway; the question is what they mean, and whether slotting Recharge enhs is less useful than other types.

I'd say they are, as figures already given show that an extra +100% in recharge gives the same benefit over the original attack period as an extra +100% in damage.

From your "every % above/below" example you may (I'm not sure of this) be suggesting the "second bonus" figure should stay the same at all times, so you always get 1 second bonus whenever you slot extra recharge in. If you do that, though, slotting up to +200% recharge reduction would get the recharge time down to zero - well unbalanced compared to anything else you might slot. Slotting beyond +200% would give negative recharge times, and presumably you'd need a psychic version of the program to implement that, so it could start the recharge before you'd activated the power.


 

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I'm not suggesting a changing of the system.
Nor am a dictating the conclusion people should draw.
For me once I touch the 100% mark my recharge enhabcment point seems to be better spent on another power that hasn't broken that barrier that is all. This doesn't AFAIK apply to any other enhancement type.


 

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It applies for Endurance Reduction too


"Well, they found my diary today.
They were appropriately appalled
at the discovery of the eight victims
They're now putting it all together.
Women wrapped in silk
with one leg missing
Eight legs, one body, silk,
spider, brilliant!"

 

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I'm not suggesting a changing of the system.
Nor am a dictating the conclusion people should draw.
For me once I touch the 100% mark my recharge enhabcment point seems to be better spent on another power that hasn't broken that barrier that is all. This doesn't AFAIK apply to any other enhancement type.

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If it's the "real" game that's the issue then once you're at the 100% point with a schedule A enhancement - recharge, damage, end mod, heal and others - you're better off if you stop slotting that attribute in any event; ED kicks in big time then and you're getting very little benefit for any more of the same type you add.

Even so, ED aside rechanges aren't better then damages; both give you almost exactly the same dps benefit in the absence of ED - that's what the numbers show, not a matter of opinion.

The "almost exactly" comes in because if you're slotting for recharge you'll have the unchanged activation time affecting things, and giving you a slightly lower dps than if you'd slotted damage. On the other hand, more frequent smaller damage attacks will let you finish off several separate mobs on the last sliver of HP more quickly. Swings and roundabouts.

But, when all's said and done you might prefer less frequent high damage attacks to more frequent lower damage ones, and of course in that case slot for damage first.

Edit: And it depends on which power too - nukes are more fun if slotted for damage than recharge!


 

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It applies for Endurance Reduction too

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Good call negatively effects a positive so must follow the same rules, without hasten, global recharge bonuses I think it make less of a diffrence but I'll definetly watch out for it.