I think you just woke me up. I have to start learning to sell level 16 gear more than I do now.. I think I'm gonna half to start selling gear if I dount get quad rolls.
I don't think that's the actual problem.
The real problem is upgrading items that can even have bad rolls to begin with. I only keep epics with the exact 3 substats I want, and for legos I only allow one bad substat. So, anything I roll to 16 automatically becomes usable.
I think you just woke me up. I have to start learning to sell level 16 gear more than I do now.. I think I'm gonna half to start selling gear if I dount get quad rolls.
A bit of a tangent, but IMO quad rolls are way overrated. Unless you're going for very extreme builds (super high speeds, arena-level acc, bommal 90h solo, etc), stats are pretty much fungible. A quad roll c.rate weapon combined with a quad roll atk% helmet isn't any better than a weapon and helmet each having 2-3 rolls in both stats.
The thing I value really highly is no dead stats at all. Raw quantity of stats. Even gear that does weird combinations like c.rate + acc has a bunch of uses in PvE.
I don't think that's the actual problem.
The real problem is upgrading items that can even have bad rolls to begin with. I only keep epics with the exact 3 substats I want, and for legos I only allow one bad substat. So, anything I roll to 16 automatically becomes usable.
I agree. Im comin around to that as well. Pieces pretty much need to be perfect. I should have realized that a while back .
I've been thinking about the new avenging set for Bommal. Gnishak places bombs, which turn into poisons, which then causes Bommal to apply bombs to Gnishak in turn. Does Gnishak with avenging get a separate 45% chance to counterattack for each of these bombs? That would be something like 4 counterattacks on average (8-9 poisons applied).
This might make the Gnishak one-shot comps a lot more accessible.
A bit of a tangent, but IMO quad rolls are way overrated. Unless you're going for very extreme builds (super high speeds, arena-level acc, bommal 90h solo, etc), stats are pretty much fungible. A quad roll c.rate weapon combined with a quad roll atk% helmet isn't any better than a weapon and helmet each having 2-3 rolls in both stats.
The thing I value really highly is no dead stats at all. Raw quantity of stats. Even gear that does weird combinations like c.rate + acc has a bunch of uses in PvE.
Not exactly. Quad rolls on speed and both crit stats are not overrated at all. You'll probably agree for the speed. But intuitively go "huh?" about the crit ones. Let me explain.
Let's take 6-star gear, and let's assume we get rolls of 6 crit rate all the way up. No 5's,, but no 7's either.
If you get quad rolls, for example, on your gloves, your chest and a triple on your boots, this means you get 30+30+24 = 84 + your base 15 + 5 from masteries = 104
Now why is that important? Because this means your top row items are now freed from having crit rate on them. And this means they can have ANOTHER stat. And this other stat, you can glyph it, whereas crit rate you cant. And this is why having high rolls of crits is important. Because you can't glyph them, so best to concentrate them in as few stat slots as possible.
If you make a nuker, you need 80% crit rate to be found here and there. If you need all 6 pieces to have crit rate, you are potentially wasting up to 3 slots of stats compared to a build with triples and quads.
So ideally for a nuker. You want crit damage gloves, crit rate ascension, quad crit rate on it. one more quad crit rate somewhere else, And all your pieces should have % of whatever the main stat is, so you can +8% glyph all of them. And Quad rolls of crit damage on the 4 pieces without crit rate. Best build right there. Ideally, of course.