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Rogue AEP values and min/maxing


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#21 issei

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Posted 24 August 2006 - 06:56 PM

beyond spreadsheets and acronyms, you could possibly, maybe, develop a personal value metric?

#22 Staarkhand

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Posted 24 August 2006 - 07:24 PM

Plugging stuff into a spreadsheet and assuming you'll see that .03% increase in every situation is the new AEP.

(I love the spreadsheet, but any tool can be misused)

#23 Calantus

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Posted 24 August 2006 - 11:26 PM

You could of course use the spreadsheet to find relative values of the DPS stats in your current gearlevel and then figure the relative value of the survivability stats to you and make new AEP values from that. Nothing says the standard AEP values have to be set in stone, and if you modify it to your gear level and taste there's nothing wrong with the system (besides basing it on agi instead of AP or DPS).

#24 Vhal

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Posted 25 August 2006 - 05:19 AM

beyond spreadsheets and acronyms, you could possibly, maybe, develop a personal value metric?

That's... the whole point.

#25 issei

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Posted 25 August 2006 - 07:49 AM

beyond spreadsheets and acronyms, you could possibly, maybe, develop a personal value metric?

That's... the whole point.

my point is that AEP isn't necessarily the proper baseline, nor can a static equivalency system ever really suffice. the effect of various statistics on dps, or in pvp, overall character efficacy, is never completely static, especially when you factor in personal preference.

You could of course use the spreadsheet to find relative values of the DPS stats in your current gearlevel and then figure the relative value of the survivability stats to you and make new AEP values from that. Nothing says the standard AEP values have to be set in stone, and if you modify it to your gear level and taste there's nothing wrong with the system (besides basing it on agi instead of AP or DPS).

if you really want to use AEP as the foundation for whatever reason, the above sounds like the way to do it.




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