Gear Stats - Analyzed
So, many people are asking "What does Gearstat x/y do, and is it worth it?"
In this thread another user made videos, based on relativly low and relativly high gear stats.
Since this video didn't have the stats to their real min/max, all values are vague, minimal values may be a bit lower, maximal values a bit higher. Also, all tests were made with the berserker, classes and perks may vary this.
Also note, 1v1 and 2v2 have gearstats deactivated, so 4v4 teamfights are the interesting gamemodes.
Now for the ones who doesn't want to watch the video, but ask themselves wich gear stat to choose, here is a little bit of help. First of all, keep in mind, Violet Equipment will boost 1 Stat huge, 1 stat a bit, and will lower the third stat to minimum
Helmet:
Debuf Resistance, Revenge Mode Duration, Exhaustion Recovery
Revenge Mode Duration: Min: ~6 Seconds, Max: ~12 Seconds
Debuf Resistance: Damage mitigation Not realy visible... however, it also shortens stun duration and stamina loss by enemy attacks
Exhaustion Recovery: Min 6.7 sec Max 4 Sec
Opinion: You should absolutly pick Exhaustion Recovery, no matter what, so this one is fix. It shortens the time you spend in exhausted state (Stamina / Screen grey), wich is vital. (Or.. dump that stat if you realy never go into exhaustion, but for me and most players I encounter, this regulary happens)
As for Debuf Resistance VS Revenge Mode Duration: Debuf resistance also shortens the staggertime after a opponent parries you, granting you the abillity to counter guardbreak their guaranteed guardbreaks, wich is neat. Also, 12 sec. revenge mode is much too long, you'll activate revenge modes like nuts with high gear, and the repeaded extra health + knock down are superior to the longer duration.
Conclusion: Helm: Max Exhaustion Recovery and Revenge mode, and have a short revenge mode. (Wich will still be long enough)
Edited thanks to Taxxian
Chest:
Execution health Regen, Block Damage, Sprint Speed
Sprint Speed: Max is ~25-30 % faster than Min Speed
Block Damage: min: no visible damage if your heavy attack is blocked Max: minimal damage if your heavy attack is blocked
Execution Health regen: Looks like max regenerates ~40% more health than min, tho I feel the regen in the video is quite low. Seems to depend on the character
Opinion: Sprint Speed: Beeing faster may allow you to revive a teammate, or deny an enemy revive. It also helps you to go in and out of fights faster, and to chase down fleeing enemys. A must have stat. Anyone playing any team - pvp games know, just how important movement speed is.
Execution Health regen: You want to do executions anyway, so getting back some more health is always nice, especialy if you play a class with weak healing abilitys.
Block Damage: This stat is almost useless in my opinion. It does very little damage, and only damages if you opponent blocks. This excludes. Parry, Deflect, Evade. So, basicly it will rarely do a little chip of damage. Even then, you could say, its worth it, since it may do the last hit and kill a blocking opponent - wrong, since the last bar of health regenerates fairly quickly, I doubt you'll ever see a enemy fall from this chip damage. The worst stat of the set.
Conclusion: Get Max Speed, then Execution health regen, and dump block damage to the ground.
Arms / Shoulders:
Block Damage Resistance, Revive Speed, Stamina Regen.
Block Damage Resistance: Min: Minimal chip damage if you block a heavy attack, max: no visible damage if you block a heavy attack.
Revive Speed: min: ~2.4 sec, max: ~1.3 sec
Stamina Regen: Regeneratation Time of your Stamina, if you didn't enter the exhaustion / grey mode. Min: ~4.1 sec, max: ~2.7sec
Opinion: Stamina Regen is a important fight stat, so this one is a no brainer. Revive speed is also realy good, allowing for a sneaky revive after you threw a opponent into a wall or thelikes. Block damage resistance... Again, the damage is so low, and you should aim to parry / evade / Deflect in the first place, so worthless stat.
Conclusion: Max Stamina Regen or Revive Speed, Dump Block Damage Resistance to the ground
Weapon 1
Attack, Defence, stamina cost reduction
Attack: Increases attack damage by ~20%
Defence: Decreases incoming damage by ~30%. Note, that the more defence your class has, the higher this boost is, so a conquerer gets more out of this 30% than a assassin does.
Stamina Cost Reduction: Reduces Stamina Costs by ~40%
Opinion: Now, the first time it gets tricky. While none of this stats boost you by too much, each one can be vital. Basicly, attack lets you kill a opponent with 1-2 hits less, defence lets you survive 1-2 more hits, and stamina cost reduction improvies your overall performance. Basicly, if you have a high-health hero, you want defence. If you run out of stamina, you want stamina cost reduction, and attack ... well obviously you always want attack. One attack more or less may mean the difference between getting shoved off a cliff.
Conclusion: Realy hard to say whats best here. Heavy heroes should go for defence, and if you get into exhaustion a lot go for stamina cost reduction. If you are a perfect player that doesn't fear to get hit, go for attack and staima cost reduction, neglecting defence.
Weapon 2
Feat Cooldown Reduction, Revenge mode defence, Revenge gained by defence
Feat Cooldown Reduction: Feats recharge ~30% faster
Revenge Mode Defence: Boosts defence by~30% in revenge mode
Revenge gained by defence: - You will require to block / dodge half as much hits to enter revenge
Opinion: Revenge gained by defence is a end-game must-have. You will enter revenge mode fast and often. Now you may decide between feat cooldown reduction and revenge mode defence - and this descision will depend on the character class you are playing, and your playstile. Using a lot of passives? - defence. Throwing javelins like a jerk? Feat cooldown reduction.
Conclusion: Revenge gained by defence + Feat Cooldown Reduction or Revenge Mode Defence is the way to go. Feat CDR + Revenge Mode Defence is a bit of a waste, since it doesn't help to have more defence in a mode you have a hard time reaching.
Weapon 3
Revenge Mode Attack, Throw Distance, Revenge gained by Injury
Revenge Mode Attack: Seems to boost the attack by ~60%
Throw Distance: Boosts the distance of your throws by ~ 1/3
Revenge gained by Injury: Minimal: You gain no significant ammount of revenge if you get hit. Maximal: If you manage to block 1-2 hits, or have a high health hero, you are basicly guaranteed to get a revenge mode prior to dieing.
Opinion: Throw Distance: This may throw the opponent out of reach of your attacks, wich is extremly frustrating if you are in revenge mode / opponent is exhausted, since you miss out on a free attack on a downed enemy. For this reason, consider downgrading this stat. However, as long as this stat is upgraded, you may have a more easy time to throw your enemys down ledges or into spikes - so if you have a throwy playstile, this is your stat.
Revenge gained by Injury, Revenge Mode Attack is a must-have stat in my opinion. Revenge gained by Injury is also realy good, since you'll get a revenge mode to recover if you suck at your momentary fight.
Conclusion: Usualy you'll want to go for revenge mode attack and revenge gained by injury, while neglecting the throw distance (wich may actualy as I already stated, may buf instead of harm you). If you go for throwing people off ledges, You'll have to sacrifice one of your Revenge stats.
Conclusion overall: Once fully geared out (108), your Revenge mode is a beast. This also is the most noticeable change - all the others are nice to have, but not curcial.
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