Reality Break

Reality Break

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What stats do you favor?
I tend to favor power, armor, shields, health, haste, crit chance, crit damage, then everything else, in about that order.
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Showing 1-15 of 18 comments
Power, Crit Damage, Structure, Armor, Haste for me. Anything else, the green/red deltas is enough to go by.
I usually just smack Crit Chance on my CPU or Sensor, as it can roll 50%+ after Rewrite and that with the Codex bonus at Artifact tier is enough to get 100%, but always have Crit Chance at 100%.

I once had 43% Devastator on an item I got as a drop on one of my first cycles (with a forced campaign Break) and to this day I have yet to see even 10% on a single affix, without Extraction Stacking it. However, getting 100% of that would also be critical, if you'll pardon the pun.
Last edited by Freya Crescent; Feb 19 @ 2:46pm
Originally posted by Freya Crescent:
Power, Crit Damage, Structure, Armor, Haste for me. Anything else, the green/red deltas is enough to go by.
I usually just smack Crit Chance on my CPU or Sensor, as it can roll 50%+ after Rewrite and that with the Codex bonus at Artifact tier is enough to get 100%, but always have Crit Chance at 100%.

I once had 43% Devastator on an item I got as a drop on one of my first cycles (with a forced campaign Break) and to this day I have yet to see even 10% on a single affix, without Extraction Stacking it. However, getting 100% of that would also be critical, if you'll pardon the pun.
Ugh. You sound just like my dad. He LOVES stupid puns.
Groom Feb 19 @ 5:51pm 
Originally posted by ChompyRiley:
I tend to favor power, armor, shields, health, haste, crit chance, crit damage, then everything else, in about that order.

[Damage]
Power (Its important and hard to comeby, with all other stats it competes + hard to get high rolls), this increases EVERYTHING!

Crit Chance = Get this as close to 100% as possible (min 95%, best is 180%). If you are above 100% crit chance, prioritze Power and Crit dmg first.

Crit Damage = Pls, if you gonna push to CL 100 or above, select Commander, it will give you 1.5x your crit damage on the item. Get this as High as possible!

[Defence]
Armor = This mitigates damage to both barrier/shield and structure/Hull/HP with talent selection.

Barrier (shield) = the more armor and Structure you have, the less shield you need (but you should have 10 000 min for good measure).

Structure (Hull/HP) = You are dead at 0 hp and don't do dmg, get this as high, but still super high Armor is more important.

[Other]
Haste = Utility affix (hello teleport cooldown) and used as buffer/debuffer.

Skills: The two nuking skill cooldowns (Asteroid Barrage and Negate existence), get their cooldown as low as possible.
This is where my damage comes from.
Last edited by Groom; Feb 19 @ 5:56pm
Sheakiru Feb 19 @ 5:52pm 
i prefer defense... after that its what ever gives me enough dmg to be able to beat what im fighting so it varies. tho high crit damage and chance is great for all builds as it boosts both direct and stat value of power which some skills/item effects are scaled from since they dont have a personal damage value. this also makes them much stronger then actual bullets etc.
Mike Feb 19 @ 7:58pm 
Power, Specific weapon damage stat, Crit chance, Crit damage, Armor, Barrier,...etc.

I like melting things so many times I have to clean up my weak defenses lol
Originally posted by Groom:
Originally posted by ChompyRiley:
I tend to favor power, armor, shields, health, haste, crit chance, crit damage, then everything else, in about that order.

[Damage]
Power (Its important and hard to comeby, with all other stats it competes + hard to get high rolls), this increases EVERYTHING!

Crit Chance = Get this as close to 100% as possible (min 95%, best is 180%). If you are above 100% crit chance, prioritze Power and Crit dmg first.

Crit Damage = Pls, if you gonna push to CL 100 or above, select Commander, it will give you 1.5x your crit damage on the item. Get this as High as possible!

[Defence]
Armor = This mitigates damage to both barrier/shield and structure/Hull/HP with talent selection.

Barrier (shield) = the more armor and Structure you have, the less shield you need (but you should have 10 000 min for good measure).

Structure (Hull/HP) = You are dead at 0 hp and don't do dmg, get this as high, but still super high Armor is more important.

[Other]
Haste = Utility affix (hello teleport cooldown) and used as buffer/debuffer.

Skills: The two nuking skill cooldowns (Asteroid Barrage and Negate existence), get their cooldown as low as possible.
This is where my damage comes from.
Commander feels a bit overtuned, to be honest. Extra slots for more stats, extra damage on top of that, AND a dope boost to crit damage.
Originally posted by Freya Crescent:
Power, Crit Damage, Structure, Armor, Haste for me. Anything else, the green/red deltas is enough to go by.
I usually just smack Crit Chance on my CPU or Sensor, as it can roll 50%+ after Rewrite and that with the Codex bonus at Artifact tier is enough to get 100%, but always have Crit Chance at 100%.

Does each type of equipment have a specific status that can roll to higher value on them?
Palandus Feb 19 @ 8:50pm 
Damage multipliers on damage types I find are more useful than straight power. So +72% to ammo-based weapons (ie rocket launcher + gatling) seems to deal more damage than say 20 Power.

Critical damage I only focus on, when I have at least 50% critical chance, otherwise the probability of it being useful, is suspect. Same idea with Devestator, as you really need like 80%+ critical chance for it to proc consistently.

I do try to stack as much critical chance as possible, though if I can get the double critical chance mission flow bonus, then I only really need 50% critical chance.

Inciter (commander specific) doesn't feel as strong as others, even with it at high numbers. I feel like +20 power is better than +4000% inciter.

Commander is a good class, though I'd argue that Tactician has the potential to be even more overkill. There is a pair of Turbolasers, where one gives you increased execution range percentage + damage and another that I can't remember off the top of my head (but is equally strong), so combining the two together, with a few Twinbolts, and your DPS can rival even that of Commander. Because with two of the same weapon, you get +20% haste and two of the same type (ie primary) gives another great bonus.
Originally posted by Palandus:
Damage multipliers on damage types I find are more useful than straight power. So +72% to ammo-based weapons (ie rocket launcher + gatling) seems to deal more damage than say 20 Power.

Critical damage I only focus on, when I have at least 50% critical chance, otherwise the probability of it being useful, is suspect. Same idea with Devestator, as you really need like 80%+ critical chance for it to proc consistently.

I do try to stack as much critical chance as possible, though if I can get the double critical chance mission flow bonus, then I only really need 50% critical chance.

Inciter (commander specific) doesn't feel as strong as others, even with it at high numbers. I feel like +20 power is better than +4000% inciter.

Commander is a good class, though I'd argue that Tactician has the potential to be even more overkill. There is a pair of Turbolasers, where one gives you increased execution range percentage + damage and another that I can't remember off the top of my head (but is equally strong), so combining the two together, with a few Twinbolts, and your DPS can rival even that of Commander. Because with two of the same weapon, you get +20% haste and two of the same type (ie primary) gives another great bonus.
Sure, if you have a computer that can handle the twinbolts
Mike Feb 19 @ 9:00pm 
Originally posted by Palandus:
Damage multipliers on damage types I find are more useful than straight power. So +72% to ammo-based weapons (ie rocket launcher + gatling) seems to deal more damage than say 20 Power.

I am playing a tactician, dual Gatling build and getting ammo based modifiers, as well as gatling damage modifiers are very good. I still try to get as much power as I can but those 2 stats seem to roll more often on gear so my biggest danger boosts come from those.
Palandus Feb 19 @ 9:05pm 
Well don't go crazy with Twinbolts. I stop at +9... same as Barrage. Anything more than that, and your lack of FPS will be the death of you when you can't dodge out of Thermite or Hurricane.
Mike Feb 19 @ 9:07pm 
Originally posted by Palandus:
Well don't go crazy with Twinbolts. I stop at +9... same as Barrage. Anything more than that, and your lack of FPS will be the death of you when you can't dodge out of Thermite or Hurricane.

Speaking of thermite and Hurricane I would love more elite enemies that do more unqiue attacks, hopefully we see more of those later on.
Palandus Feb 19 @ 9:09pm 
Well there is, its just they aren't as common (or visible at least).

Tunneller lets them do like a Teleport without telegraphing the direction.
Fission lets them on death or near death, split into Two of the same Elite.
I am not sure what Fusion does.
Overload causes death beams to shoot out in lots of directions on demise, and can one-shot the player on high CLs.
Peredur Feb 19 @ 11:21pm 
Originally posted by Groom:
Crit Chance = Get this as close to 100% as possible (min 95%, best is 180%). If you are above 100% crit chance, prioritze Power and Crit dmg first.
Does going over 100% do anything?
Mr.Vorski Feb 20 @ 11:56am 
Originally posted by ChompyRiley:
Originally posted by Palandus:
Damage multipliers on damage types I find are more useful than straight power. So +72% to ammo-based weapons (ie rocket launcher + gatling) seems to deal more damage than say 20 Power.

Critical damage I only focus on, when I have at least 50% critical chance, otherwise the probability of it being useful, is suspect. Same idea with Devestator, as you really need like 80%+ critical chance for it to proc consistently.

I do try to stack as much critical chance as possible, though if I can get the double critical chance mission flow bonus, then I only really need 50% critical chance.

Inciter (commander specific) doesn't feel as strong as others, even with it at high numbers. I feel like +20 power is better than +4000% inciter.

Commander is a good class, though I'd argue that Tactician has the potential to be even more overkill. There is a pair of Turbolasers, where one gives you increased execution range percentage + damage and another that I can't remember off the top of my head (but is equally strong), so combining the two together, with a few Twinbolts, and your DPS can rival even that of Commander. Because with two of the same weapon, you get +20% haste and two of the same type (ie primary) gives another great bonus.
Sure, if you have a computer that can handle the twinbolts
Oh that made me chuckle. I am currently rocking 18 twinbolts stat and my god... frames drop like crazy even without Alter Spacetime...
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