Post by Kallark & Stark Cold on May 4, 2011 10:23:43 GMT -5
King’s guide to Stats and Bonuses
Original Post: forums.station.sony.com/dcuopc/posts/list.m?topic_id=14574
AUTHOR: King
Table of Contents:
1. Roles and Systems
2. Powers and Bonuses
3. Weapons and Bonuses
4. Movement
First off, you need to know how the numbers work for Stats.
Precision: 10 Precision = +1 Weapon DPS
Might: 4 Might = +1% increase in base damage or healing
Restoration: 4 Restoration = +1% increase in base amount healed
Vitalization: 4 Vitalization = +1% more power generated by any effects you cause
Dominance: 2 Dominance = +1 additional damage an enemy must take before control is broken
Defense/Toughness: As you gain levels more Defense/Toughness is required to maintain the same protection. 15 Defense at level 1 and 71 Defense at level 30 = +1% more damage prevention.
So What do those Mean?
Health: Health measures the amount of damange you can take before being knocked out. Enemy attacks can reduce your health. You automatically begin regenerating health when you leave combat.
Power: Power is required to use super abilities and is drained as they are preformed. Power is recovered quickly when using weapon attacks to drive up the hit counter. Power returns slowly when out of combat.
Defense: Defense reduces the damage received by attacks made by non-player enemies.
Might: Might increases the damange and Health recovery effects caused by super powers.
Restoration: Restoration increases the potency of all Health recovery effects you activate.
Vitalization: Vitalization increases the potency of all Power recover effects you activate.
Precision: Precision adds to the base damage caused by all weapon attacks.
Toughness: Toughness reduces the damange you receive from attacks made by enemy players.
Dominance: Dominance makes your control effects such as stuns harder to escape. Dominance increases the damage an enemy must take before control is broken.
With that in mind, you can do the math based off what you plan to take and figure out how much things are helping.
THINGS TO REMEBER:
At level 30 you will have 15 Power Points, and 15 Skill points just from reaching levels. You can acquire numerous more skill points by accomplishing “Feats” which reward points towards new Skill Points. Feats are achievements you get from doing things under certain conditions.
Section 1: Roles and Systems
Roles:
Basiclly in DCUO there is 3 roles. Tank, Controller, and Healer. Everyone also has the option of being in Damage role. The role system is set up in a Rock Paper scissors manner, where one beats the other but looses to the other. It goes as followes:
Tank Beats Controller, but looses to Healer
Healer Beats Tank, but looses to Controller
Controller Beats healer, but looses to Tank
Range Damage Beats Blocking
Blocking Beats Melee Damage
Melee Damage Beats Range Damage
That sounds so cut and dry, and it is. That is if in a static situation with equal damage and stats, one is put aginst the other. It acctully just means that, one has an advantage aginst the other. I will break it down for you statisticlly.
Tanks: In the tank role, damage is reduced by 20%. Enemies around target of your abilities and yourself will be taunted for 8 seconds.
FIRE: Using powers increases your Max HP is increased by 60%.
ICE: In the tank role, Defence/Toughness is increasd by 90%.
PvP: Advantage vs Gadgets and Mental. You are immune to Debuffs and Controls. Some abilities provide immunity to controls to allies as well. When attacking them you may gain Confidence, gaining 55% damage buff.
Healers: In the healing role, damage is reduced by 35%. All Healing and Buffs are uncreased by 100%
PvP: Advantage vs Ice and Fire. Powers completely negate their Tank Role buffs and may gain Confidence, gaining 70% damage buff.
Controllers: In the Controller role you gain 350 Vitalizaton, Your Dominance is increased by 65% and the strength of all Controller Effects is significantly magnified.
PvP: Advantage vs Nature and Sorcery. When attacking them you reduce their ability to heal and may gain Confidence, gaining 35% damage buff.
Section 2: Powers and Bonuses
Each power set uses a diffrent role, there is 2 of each. You change roles once you get to level 10 by pressing “T”. Each power set has 2 trees to work in, and focusing in 1 tree over the other grants diffrent passive bonuses.
Fire – Tank Role
Immolation: +5% Critical Attack Damage +25 Health
Contains various close combat fire moves like AoE or tank specific powers.
Ignition: +1% Critical Chance +25 Defense
Contains various range based powers for high dps.
Ice – Tank Role
Storm: +5% Critical Attack Damage +25 Health
Contains various AoE based moves.
Cryogenics: +1% Critical Chance +25 Health
Contains various range based powers
Gadget – Controller Role
Traps: +5% Critical Attack Damage +1 Stealth
Contains offensive multi target hitting moves.
Tricks: +1% Critical Chance +35 Power
Contains pets and defensive based powers.
Mental – Controller Role
Illusion: +5% Critical Attack Damage +1 Stealth
Contains AoE based powers and crowd controls
Telepathy: +1% Critical Attack Chance +35 Power
Contains range based single target attacks with crowd controls and buffs.
Sorcery – Healer Role
Destiny: +5% Critical Attack Damage +5% Critical Heal Magnitude
Contains various heal abilities and single target attacks.
Summoning: +1% Critical Chance +2% Critical Heal Chance
Contains pets and buffs and AoE based attacks.
Nature – Healer Role
Plants: +7% Critical Attack Damage +2% Critical Heal Magnitude
Contains various AoE based attacks and heals and buffs and controls.
Shapeshifting: +1% Critical Chance +5% Critcal Heal Magnitude
Contains various forms that do various tasks.
Section 3: Weapons and Bonuses
Each weapon set gives bonuses to diffrent stats, so what you do at first is just pick the weapon you like and want to attack with, then as you get more and more skill points, you work into other weapon trees to get more stat bonuses since they all stack. Eventually the end goal is to focus in all trees and get all the bonuses you want.
Bow:
Stealth +3 Rating
Defense/Toughness +30
Might +60
Crit Heal Mag +12
Crit Attack Chance 1%
Crit Attack Damage +2%
Restoration +3
Vitalization +4
Brawling:
Dominance +18
Health +70
Crit Attack Damage +12%
Crit Attack Chance +1%
Crit Heal Chance +3%
Crit Heal Mag +2%
Restoration +3
Dual Pistols:
Defense +30
Vitalization +15
Crit Attack Damage +14%
Crit Heal Chance +1%
Vitalization +19
Might +70
Restoration +45
Dual Wield:
Might +60
Restoration +48
Dominance +18
Crit Attack Damage +14%
Crit Attack Chance +1%
Vitalization +4
Hand Blaster:
Health +70
Might +60
Crit Attack Damage +2%
Crit Heal Chance +1%
Crit heal Magnitude +12%
Dominance +18
Restoration +3
Martial Arts:
Stealth +3 Rating
Defense +30
Restoration +45
Crit Attack Damage +14%
Crit Heal Magnitude +2%
Health +25
Might +70
One Handed:
Might +70
Health +45
Vitalization +15
Crit Attack Chance +1%
Crit Heal magnitude +14%
Restoration +3
Rifle:
Health +75
Vitalization +19
Crit Attack Chance +3%
Crit heal Chance +3%
Crit Heal Magnitude +2%
Might +10
Staff:
Defense +30
Dominance +18
Crit Attack Chance +3%
Crit Heal Magnitude +14%
Might +10
Vitalization +4
Health +25
Two Handed:
Health +70
Vitalization +15
Crit Attack Chance +3%
Crit Attack Damage +2%
Crit Heal Chance +4%
Crit Heal Magnitude +2%
Section 4: Movement
Acrobatics: Increased Run Speed and Double jump. The Middle Speed mode with Rock Glide.
Stun Resistance +10%
Knockback Resistance +10%
Fly: Ability to move freely in the sky and reach heights no one else can. The Slowest of the Travels.
Hold/Root Resistance +10%
Stun Resistance +10%
Super Speed: Greatly Increased run speed and jump ability but bound to the ground. The fastest Mode.
Hold/Root Resistance +10%
Knockback Resistance +10%
So With all that you can pick your stuff based on what you want to focus in, giving yourself the best choices based off what you want to do, rather than by trial and error. I hope you find this useful with early character creation.
Source: dcuowatchtower.com/guides/kings-guide-to-stats-and-bonuses
Original Post: forums.station.sony.com/dcuopc/posts/list.m?topic_id=14574
AUTHOR: King
Table of Contents:
1. Roles and Systems
2. Powers and Bonuses
3. Weapons and Bonuses
4. Movement
First off, you need to know how the numbers work for Stats.
Precision: 10 Precision = +1 Weapon DPS
Might: 4 Might = +1% increase in base damage or healing
Restoration: 4 Restoration = +1% increase in base amount healed
Vitalization: 4 Vitalization = +1% more power generated by any effects you cause
Dominance: 2 Dominance = +1 additional damage an enemy must take before control is broken
Defense/Toughness: As you gain levels more Defense/Toughness is required to maintain the same protection. 15 Defense at level 1 and 71 Defense at level 30 = +1% more damage prevention.
So What do those Mean?
Health: Health measures the amount of damange you can take before being knocked out. Enemy attacks can reduce your health. You automatically begin regenerating health when you leave combat.
Power: Power is required to use super abilities and is drained as they are preformed. Power is recovered quickly when using weapon attacks to drive up the hit counter. Power returns slowly when out of combat.
Defense: Defense reduces the damage received by attacks made by non-player enemies.
Might: Might increases the damange and Health recovery effects caused by super powers.
Restoration: Restoration increases the potency of all Health recovery effects you activate.
Vitalization: Vitalization increases the potency of all Power recover effects you activate.
Precision: Precision adds to the base damage caused by all weapon attacks.
Toughness: Toughness reduces the damange you receive from attacks made by enemy players.
Dominance: Dominance makes your control effects such as stuns harder to escape. Dominance increases the damage an enemy must take before control is broken.
With that in mind, you can do the math based off what you plan to take and figure out how much things are helping.
THINGS TO REMEBER:
At level 30 you will have 15 Power Points, and 15 Skill points just from reaching levels. You can acquire numerous more skill points by accomplishing “Feats” which reward points towards new Skill Points. Feats are achievements you get from doing things under certain conditions.
Section 1: Roles and Systems
Roles:
Basiclly in DCUO there is 3 roles. Tank, Controller, and Healer. Everyone also has the option of being in Damage role. The role system is set up in a Rock Paper scissors manner, where one beats the other but looses to the other. It goes as followes:
Tank Beats Controller, but looses to Healer
Healer Beats Tank, but looses to Controller
Controller Beats healer, but looses to Tank
Range Damage Beats Blocking
Blocking Beats Melee Damage
Melee Damage Beats Range Damage
That sounds so cut and dry, and it is. That is if in a static situation with equal damage and stats, one is put aginst the other. It acctully just means that, one has an advantage aginst the other. I will break it down for you statisticlly.
Tanks: In the tank role, damage is reduced by 20%. Enemies around target of your abilities and yourself will be taunted for 8 seconds.
FIRE: Using powers increases your Max HP is increased by 60%.
ICE: In the tank role, Defence/Toughness is increasd by 90%.
PvP: Advantage vs Gadgets and Mental. You are immune to Debuffs and Controls. Some abilities provide immunity to controls to allies as well. When attacking them you may gain Confidence, gaining 55% damage buff.
Healers: In the healing role, damage is reduced by 35%. All Healing and Buffs are uncreased by 100%
PvP: Advantage vs Ice and Fire. Powers completely negate their Tank Role buffs and may gain Confidence, gaining 70% damage buff.
Controllers: In the Controller role you gain 350 Vitalizaton, Your Dominance is increased by 65% and the strength of all Controller Effects is significantly magnified.
PvP: Advantage vs Nature and Sorcery. When attacking them you reduce their ability to heal and may gain Confidence, gaining 35% damage buff.
Section 2: Powers and Bonuses
Each power set uses a diffrent role, there is 2 of each. You change roles once you get to level 10 by pressing “T”. Each power set has 2 trees to work in, and focusing in 1 tree over the other grants diffrent passive bonuses.
Fire – Tank Role
Immolation: +5% Critical Attack Damage +25 Health
Contains various close combat fire moves like AoE or tank specific powers.
Ignition: +1% Critical Chance +25 Defense
Contains various range based powers for high dps.
Ice – Tank Role
Storm: +5% Critical Attack Damage +25 Health
Contains various AoE based moves.
Cryogenics: +1% Critical Chance +25 Health
Contains various range based powers
Gadget – Controller Role
Traps: +5% Critical Attack Damage +1 Stealth
Contains offensive multi target hitting moves.
Tricks: +1% Critical Chance +35 Power
Contains pets and defensive based powers.
Mental – Controller Role
Illusion: +5% Critical Attack Damage +1 Stealth
Contains AoE based powers and crowd controls
Telepathy: +1% Critical Attack Chance +35 Power
Contains range based single target attacks with crowd controls and buffs.
Sorcery – Healer Role
Destiny: +5% Critical Attack Damage +5% Critical Heal Magnitude
Contains various heal abilities and single target attacks.
Summoning: +1% Critical Chance +2% Critical Heal Chance
Contains pets and buffs and AoE based attacks.
Nature – Healer Role
Plants: +7% Critical Attack Damage +2% Critical Heal Magnitude
Contains various AoE based attacks and heals and buffs and controls.
Shapeshifting: +1% Critical Chance +5% Critcal Heal Magnitude
Contains various forms that do various tasks.
Section 3: Weapons and Bonuses
Each weapon set gives bonuses to diffrent stats, so what you do at first is just pick the weapon you like and want to attack with, then as you get more and more skill points, you work into other weapon trees to get more stat bonuses since they all stack. Eventually the end goal is to focus in all trees and get all the bonuses you want.
Bow:
Stealth +3 Rating
Defense/Toughness +30
Might +60
Crit Heal Mag +12
Crit Attack Chance 1%
Crit Attack Damage +2%
Restoration +3
Vitalization +4
Brawling:
Dominance +18
Health +70
Crit Attack Damage +12%
Crit Attack Chance +1%
Crit Heal Chance +3%
Crit Heal Mag +2%
Restoration +3
Dual Pistols:
Defense +30
Vitalization +15
Crit Attack Damage +14%
Crit Heal Chance +1%
Vitalization +19
Might +70
Restoration +45
Dual Wield:
Might +60
Restoration +48
Dominance +18
Crit Attack Damage +14%
Crit Attack Chance +1%
Vitalization +4
Hand Blaster:
Health +70
Might +60
Crit Attack Damage +2%
Crit Heal Chance +1%
Crit heal Magnitude +12%
Dominance +18
Restoration +3
Martial Arts:
Stealth +3 Rating
Defense +30
Restoration +45
Crit Attack Damage +14%
Crit Heal Magnitude +2%
Health +25
Might +70
One Handed:
Might +70
Health +45
Vitalization +15
Crit Attack Chance +1%
Crit Heal magnitude +14%
Restoration +3
Rifle:
Health +75
Vitalization +19
Crit Attack Chance +3%
Crit heal Chance +3%
Crit Heal Magnitude +2%
Might +10
Staff:
Defense +30
Dominance +18
Crit Attack Chance +3%
Crit Heal Magnitude +14%
Might +10
Vitalization +4
Health +25
Two Handed:
Health +70
Vitalization +15
Crit Attack Chance +3%
Crit Attack Damage +2%
Crit Heal Chance +4%
Crit Heal Magnitude +2%
Section 4: Movement
Acrobatics: Increased Run Speed and Double jump. The Middle Speed mode with Rock Glide.
Stun Resistance +10%
Knockback Resistance +10%
Fly: Ability to move freely in the sky and reach heights no one else can. The Slowest of the Travels.
Hold/Root Resistance +10%
Stun Resistance +10%
Super Speed: Greatly Increased run speed and jump ability but bound to the ground. The fastest Mode.
Hold/Root Resistance +10%
Knockback Resistance +10%
So With all that you can pick your stuff based on what you want to focus in, giving yourself the best choices based off what you want to do, rather than by trial and error. I hope you find this useful with early character creation.
Source: dcuowatchtower.com/guides/kings-guide-to-stats-and-bonuses