Anleitung für Glyphen

  • Die Info ist schon einige Tage alt, ich dachte nur es wäre passend sie auch noch ins Forum reinzustellen:


    Quelle: https://www.reddit.com/r/Secre…o/guide_to_endgame_stats/


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    Math can be found here for raw stats. u/Szalord has done some additional theorycrafting here including buffs and laceration procs. All of this is based on a completely endgame character (All passive stats, All legendary level gear).
    Note that tank stats assume no diminishing returns, as I have not been able to find values for high levels of defence/evade. Based on trends I'm seeing though, I suspect that tank stats have no DRs just like crit/crit power. It's also possible that end game enemies will have hit rating to counter our glance rating.
    TLDR:
    LEVELING

    • Use all +attack rating talismans. No need for health or heal rating for solo content and story dungeons.
    • Glyph some hit into your talismans as you near 50. Around 3% glance reduction (153) should be enough for solo content.
    • Some crit will speed up your leveling by making things die faster, but it's not required.

    DPS
    EARLY GAME:

    • All talismans should be +Attack Rating. Have a few +Health on hand just in case of raid damage mechanics.
    • Glyph enough hit to reach hit cap in your talismans. You can use multiple glyphs if necessary, but remember you will need to destroy or extract them for fusing for 20k MoFs later.

      • Aim for 5% glance reduction (255) before starting elite 1.
    • Glyph crit in both weapons.
    • Mix Critical/Critical Power in the rest of your talismans, probably prioritizing the crit glyphs first then crit power glyphs.
    • Prioritize upgrading critical glyphs as they provide more benefit early compared to critical power.

    END GAME:

    • 1x hit/5x crit/2x crit power

    HEAL
    EARLY GAME:

    • All talismans should be +Heal Rating. Have a few +Health on hand just in case of raid damage mechanics.
    • Glyph crit in both weapons.
    • Mix Critical/Critical Power in the rest of your talismans, probably prioritizing the crit glyphs first then crit power glyphs.
    • Prioritize upgrading critical glyphs as they provide more benefit early compared to critical power.
    • Have a DPS or Tank Hit piece you can swap out for a crit power heal piece in case future content requires you to purge/impair.

      • As an AR healer, it's probably more gear efficient to just use a DPS hit piece rather than create a hit heal piece. If you are never going to use your AR for DPS, you can put hit in your AR.

    END GAME:

    • 5x crit/3x crit power

      • Drop a crit power for hit for impair/purge.

    TANK

    • These are theoretical values with the assumption that there are no DRs like for DPS stats. If DRs exist, this will need to be revisited. There also exists a possibility that enemies have hit rating (glance reduction) just like we do.

    EARLY GAME:

    • All talismans should be +Health. The new hatred multiplier is insane enough that threat is not an issue.
    • Glyph enough hit to reach hit cap in your talismans. You can use multiple glyphs if necessary, but remember you will need to destroy or extract them for fusing for 20k MoFs later.

      • Aim for 5% glance reduction (255) before starting elite 1.
    • Pick either glance or evade and completely glyph for one or the other. Since an attack can't be evaded AND glanced, they are essentially mutually exclusive. Early game when every stat point counts, it's better to pick one to stack.
    • A crit weapon is fine to use if you don't want to make a second evade/defense weapon.

    END GAME:

    • If using Kneecapper, 1x hit/4x defense/3x evade. Do not go over 4x defense. Even without kneecapper, this is still a viable setup.
    • Otherwise, 1x hit/7x defense for the most reliable mitigation assuming spiky damage like in TSW.

      • 1x hit/7x evade is also viable, and works better against consistent damage.
    • Consider crit glyphs for energy and threat generation.

    GLYPH SLOTS

    • Hit can go in weapons, but I strongly discourage it for 2 reasons:

      • Crit is a true universal stat due to the energy regeneration mechanic, while hit on a fist/blood healer is completely useless if there is no impairing/purging. Subbing in a DPS or Tank talisman with hit when there is a need for impairs/purges is better than always having hit even on fights when you don't need it.
      • Safety against future items not making use of weapon stats (like aux weapons). Also instances where we get a second ability bar (i.e. The Prisoner mission) would not make use of hit on weapons. If I had to pick one to lose, I'd much rather lose some crit rating over my hit rating.
    • The exception to this is a Healing Assault Rifle. Hit on the rifle when using it as a offhand weapon.
    • More theorycrafting on which glyph should go in which slot is on the sheet.


    EXPECTED ENDGAME STATS:
    (INCLUDING +7.5% CRIT AND +30% CRIT POWER FROM EXPERTISE)


    Hit 14.9% +22.7% 37.6% 14.9% 37.6% 37.6% 37.6%
    Crit 13.3% +7.3% 50.0% 50.0% 13.3% 13.3% 13.3%
    Power 89.9% +40.1% 170.1% 210.2% 89.9% 89.9% 89.9%
    Glance 7.4% +11.3% 7.4% 7.4% 52.7% 86.7% 7.4%
    Evade 5.2% +8.0% 5.2% 5.2% 29.1% 5.2% 61.0%
  • Es gibt von einigen verrückten sehr involvierten Spielern Infos über Soft Caps für Crit-.Chance und Crit-Kraft (link)


    TL;DR: 5 Chance / 2 Kraft (legendär max level) bringt einen genau an die Soft Caps. (42,5% Chance / 140,1% Kraft [ohne Expertise])



    Eine zusätzliche Chance-Glyphe auf rot20 würde gerade mal 2% höhere Chance bringen.


    Eine zusätzliche Kraft-Glyphe auf rot20 würde gerade mal 10% höhere Kraft bringen.


    Also können wohl demnächst auch Faust heiler mit einer Hit-Glyphe rumrennen, damit sie was unterbrechen können oder so...