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Accuracy/Crit Chance/Expertise caps in 1.2


Neuromann

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Has anyone theory-crafted these three statistics for 1.2? I'd really like to know at what value you start to see diminishing returns with both Accuracy/Crit Chance/Expertise.

 

 

Edit - If you know your stuff regarding this question also please post which spec for accuracy. Since Carnage for example is mostly "weapon damage" it's accuracy cap may be different than annihilation which is probably more "special attacks"

Edited by Neuromann
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Has anyone theory-crafted these three statistics for 1.2? I'd really like to know at what value you start to see diminishing returns with both Accuracy/Crit Chance/Expertise.

 

 

Edit - If you know your stuff regarding this question also please post which spec for accuracy. Since Carnage for example is mostly "weapon damage" it's accuracy cap may be different than annihilation which is probably more "special attacks"

 

Every attack of a Marauder except Force Attacks and Assault are Special Attacks.

 

For every Tree of Marauder you need 10% Accuracy to cap your Special Attacks against Defense of Operation Bosses.

You need 0% Accuracy to cap your Force Attacks.

 

Accuracy and Crit Chance Diminishing Returns have not changed from 1.1 to 1.2 only Expertise was shifted upwards.

 

Here is a Graph for Expertise after 1.2:

http://dulfy.net/wp-content/uploads/2012/04/expertisegraph.jpg

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