Showing posts with label Berserker Strength or Agility. Show all posts
Showing posts with label Berserker Strength or Agility. Show all posts

Saturday, December 8, 2012

Berserker Strength or Agility?

There is a big concern over Strength vs Agility for Berserkers. Gemming for either is viable on certain circumstances but Strength comes out on top.

Gemming for Crit:
When a player gems for crit damage they are gemming for burst. When a player gems for burst they gain additional chances are creating massive damage strikes which is always fun, especially in PvP, but they are also weakening their overall damage in exchange for the ability.

Now, for a lot of players, they dive in, blow their cooldowns, then run away. For this type of play style gemming for agility as a Berserker definitely feels better. The downside is that when you gem for crit, if you don't get the strike, you do very little damage. It's a gamble.

Gemming for Damage:
When a player gems for damage they are gemming for consistency. When a player gems for consistency they get fewer big spikes in damage, but they get fewer low strikes as well. Gemming for damage is less fun because you don't get that lucky three smacks that makes an enemy wonder 'what the hell happened'.

Gemming for Strength as a Berserker requires a player to pepper in a lot of normal strikes to get extra use out of the strength since your normal attacks will be very powerful. The downside is if you're hanging in the fight to do additional damage you can be targeted and take damage.

Why should Berserkers gem for strength?
Consistency. All of your strikes will do more damage and your crits will do more damage. If you go into a fight with a crit build and lay on the opponent and you get a bad run, they will escape with decent health. If you go into a fight with a strength build and have an equally bad run, they are more likely to die. If you get a great run with either build they're going to die.

Both have their advantages but in the end, the crit from using mail and two handed sword brings more than enough crit to the table. You can never have enough pure damage.

Finally, some math.

Base: 100pts damage, 10% crit. 100 strikes. 11000 damage.

STR: 150pts damage, 10% crit. 100 strikes.  16500 damage.

Crit: 100pts damage, 30% crit. 100 strikes. 13000 damage.
Crit 2: 100pts damage, 50% crit. 100 strikes. 15000 damage.
Crit 3: 100pts damage, 70% crit. 100 strikes. 17000 damage.