Dungeon Luminance Augment Requirements: Difference between revisions
(Created page with "For clarity and consistency these are the guidelines to update Custom Dungeon requirements of farming there. It's assumed you are only in a full Legendary Suit for your Damage and Defense vectors and potential access to a Monster Slayer if available or created at a later date and anything else is extra like Event items, Wicked Wares, Damage Rating and Enlightenments that fluctuate the true numbers. We all want to know the consistent numbers. You do get a better return f...") |
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For clarity and consistency these are the guidelines to update Custom Dungeon requirements of farming there. | For clarity and consistency these are the guidelines to update '''Custom Dungeon''' requirements of farming there. | ||
It's assumed you are only in a full Legendary Suit for your Damage and Defense vectors and potential access to a Monster Slayer if available or created at a later date and anything else is extra like Event items, Wicked Wares, Damage Rating and Enlightenments that fluctuate the true numbers. We all want to know the consistent numbers. You do get a better return for having balance augments for the expended costs. | It's assumed you are only in a full '''Legendary Suit''' for your Damage and Defense vectors and potential access to a '''Monster Slayer''' if available or created at a later date and anything else is extra like '''Event''' items, '''Wicked Wares''', '''Damage Rating''' and '''Enlightenments''' that fluctuate the true numbers. We all want to know the consistent numbers. You do get a better return for having balance augments for the expended costs. | ||
If we had someone really good with numbers, we could try to find a formula for Damage Rating to equal how many points of Damage for '''Item/War/Void/Melee/Missile''' approximately. Then you can slide all of those up or down on whatever you may have excess. | |||
[Like does 1 Damage Rating = 2 War Augments?] | |||
'''Creature''' - Key factor to Evade 100% especially in the medium to higher tier of '''Custom Dungeons''' where they can hit upwards of 200+ non critical Damage per swing. Also being able to land 100% of the time with '''War''' or '''Void''' magic, plus '''Melee''' and '''Missile''' attacks. | |||
(These numbers can fluctuate if you overpower your '''Creature''' augments ratio to something extreme like '''900''' '''Creature''', '''100''' '''Item'''.) | |||
War/Void/Melee/Missile - This included metric should be where you can safely 1 shot monsters without a critical or sneak attack proc while using a Slayer weapon of choice if available or a Slayer gem for the monster type is created at a later date. (These numbers can fluctuate if your Item is over the base requirement of avoidance) | '''Item''' - Adding to the key factor to evade 100% and also adding to offense for '''War''' or '''Void''' magic, plus '''Melee''' and '''Missile''' damage. | ||
(These numbers can fluctuate if you overpower your '''Magical''', '''Melee''' or '''Missile''' damage augments.) | |||
[It can also fluctuate numbers if you overpower your '''Item''' augments ratio to something extreme like '''200''' '''Creature''', '''1000''' '''Item'''.] | |||
'''Life''' - This can be a catch 22, because if you have enough '''Creature''' and '''Item''' you can avoid 100% of '''Melee''' and '''Missile''' attacks, possibly resist '''Magic''' as well. This does play more of a key factor for higher custom dungeons where mobs can spam Spells on you bypassing your Defenses when you will need more elemental protections. The true metric for protection against '''Magic''' users would be where you can safely clear a wave of monsters before you need to heal up again to increase clear speed. | |||
'''War/Void/Melee/Missile''' - This included metric should be where you can safely 1 shot monsters without a critical or sneak attack proc while using a Slayer weapon of choice if available or a Slayer gem for the monster type is created at a later date. (These numbers can fluctuate if your '''Item''' is over the base requirement of avoidance) | |||
Now we can all be on the same page, and when you make adjustments we will have a unified experience. Survival is not enough, we must Thrive. | Now we can all be on the same page, and when you make adjustments we will have a unified experience. Survival is not enough, we must Thrive. | ||
* : [[User:Doctor Strange|Doctor Strange]] ([[User talk:Doctor Strange|talk]]) | |||
* [[User:Doctor Strange|Doctor Strange]] ([[User talk:Doctor Strange|talk]]) |
Latest revision as of 22:59, 9 September 2024
For clarity and consistency these are the guidelines to update Custom Dungeon requirements of farming there.
It's assumed you are only in a full Legendary Suit for your Damage and Defense vectors and potential access to a Monster Slayer if available or created at a later date and anything else is extra like Event items, Wicked Wares, Damage Rating and Enlightenments that fluctuate the true numbers. We all want to know the consistent numbers. You do get a better return for having balance augments for the expended costs.
If we had someone really good with numbers, we could try to find a formula for Damage Rating to equal how many points of Damage for Item/War/Void/Melee/Missile approximately. Then you can slide all of those up or down on whatever you may have excess.
[Like does 1 Damage Rating = 2 War Augments?]
Creature - Key factor to Evade 100% especially in the medium to higher tier of Custom Dungeons where they can hit upwards of 200+ non critical Damage per swing. Also being able to land 100% of the time with War or Void magic, plus Melee and Missile attacks.
(These numbers can fluctuate if you overpower your Creature augments ratio to something extreme like 900 Creature, 100 Item.)
Item - Adding to the key factor to evade 100% and also adding to offense for War or Void magic, plus Melee and Missile damage.
(These numbers can fluctuate if you overpower your Magical, Melee or Missile damage augments.)
[It can also fluctuate numbers if you overpower your Item augments ratio to something extreme like 200 Creature, 1000 Item.]
Life - This can be a catch 22, because if you have enough Creature and Item you can avoid 100% of Melee and Missile attacks, possibly resist Magic as well. This does play more of a key factor for higher custom dungeons where mobs can spam Spells on you bypassing your Defenses when you will need more elemental protections. The true metric for protection against Magic users would be where you can safely clear a wave of monsters before you need to heal up again to increase clear speed.
War/Void/Melee/Missile - This included metric should be where you can safely 1 shot monsters without a critical or sneak attack proc while using a Slayer weapon of choice if available or a Slayer gem for the monster type is created at a later date. (These numbers can fluctuate if your Item is over the base requirement of avoidance)
Now we can all be on the same page, and when you make adjustments we will have a unified experience. Survival is not enough, we must Thrive.
- : Doctor Strange (talk)