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MOD-6 HR Archery/Combat 6.14 TIMES CRIT DMG feat hypothesis

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INTRO:

          FIRST, this post is only a hypothesis, I’m only lv23 on my first hr and I’m still leveling up. If the build doesn’t fit your hr it’s not my fault. I’ll renew this post if I make any changes or just to tell you all this build is utterly useless. Also, I’m only going to talk about feats in this post.

 

SO:

        We know normal trappers look like this

http://nwcalc.com/index.html#/hr?b=23ci:k6rwk5:8dep:5tb7d,13n3i0i:1000000:1000000:1uu5zzv&h=0&p=pfr

(ahh can’t insert picture)

 

      And now this feat:  

           Skirmisher’s  Gambit:   Your cirt chance is decreased by 10% and crit severity is increased by 50%.

 

      And the archery feat tree:  

           Ghost walker,  Quarry,   Longshot,    Unflinching aim,    Rising Focus,   and Predator.

 

      Means when you crit a daily, you’ll get:

 

       1(base dmg)*1.05(Quarry)*1.1(Longshot, about that weapon dmg is done)*1.2(Unflinching aim)*1.15(Rising         focus)*1.4(Predator)*2.75(crit+verpol+Skirmisher’s Gambit)  =  6.14 times the base dmg.

 

 

If u r a trapper your full buffed crit will do about 4 times the base dmg.

We are only counting the right half of the feat tree and a vorpal, no gears.   So this feat is really doable and should have a lot of dmg once crit, and can go for pve support pathfinder and pvp crit sniper.

Finally the feat link:

http://nwcalc.com/index.html#/hr?b=23ci:k6rwk5:8dep:5tb7d,13n3i30:1u0uz51:150z000:1000000&h=0&p=pfr


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