Originally Posted by
Hullukko
I have to disagree. The nearly 100% hit ignores the fact (as I've understood the hits system) that the enemy armor is deducted from your hit percentage. Thus it's not at all uncommon to miss with, say 120% hit percentage. Thus the hit percentage in the range of, say, anything below 120% gives you just about the same additional average damage as it would when varying in the 50% region.
Thus, in my opinion the variance in hit percentage is roughly equivalent to the change of percentage times your average damage.
Simple numbers: your hit percentage is 100% and your average damage is 200 and you're bashing monsters with 20 armor. That gives you, 80% change to hit and 180 average damage. (correct me if I'm wrong, but this is how I've seen it described here) +10% hit, gives you 90% hit average and that yields additional 18 average damage.
So in my opinion changing hits% to damage one-to-one is absurd since we're talking about people atleast 51 here that deal more than 200 average dmg. Going from shadow gear to all mega mage results in loss of 21hit and 17crit for additional 31 damage. That is not worth it as is, damagewise. Ofcourse there are other changes too, m/s goes from 20 to 32 (which is pointless since 20 is by far enough) loss of h/s imho is irrelevant for an int mage. The armor boost however cannot be ignored, but my suggestion would be mixing new gear (since there's not set bonus). The armor bonus from keeper gear to mega mages varies between items, in armor it's a whooping 13 while in helmet it's only 5, making the switch less likely to be worth it. Mixing mega, mastermind and shadow gear will yield better combinations than going all mega. What the best combination is, is entriely dependent on play style, enemies, etc.
Bookmarks