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pottsman
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Wrong choice. Wrong, wrong choice (imo). You can put points in agility and shed. You can't put points in break block %, and you won't put as many in CD. If you plan on putting points in shed PAST 10, then yes, shed might have been better, but if you plan on stopping around 10/11, the break block will end up giving you more of a bonus (since shed will be at 10 either way) with the sweetened pot of extra CD.
Edited by pottsman on Oct 14, 2009 22:49:45
 
tautology
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Originally posted by pottsman
Wrong choice. Wrong, wrong choice (imo). You can put points in agility and shed. You can't put points in break block %, and you won't put as many in CD. If you plan on putting points in shed PAST 10, then yes, shed might have been better, but if you plan on stopping around 10/11, the break block will end up giving you more of a bonus (since shed will be at 10 either way) with the sweetened pot of extra CD.


And where were you in posts 1-15 when I needed you?

Monday morning QB ftw

It was a tough choice for sure...but don't forget the +3 Agi has some value.

And yes, my intention is to take SB over 11. +3 Agi/Shed Block may (or may not) have been the wrong choice, but I am pretty sure I can live with it either way
 
pottsman
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If 11 isn't the stopping point, then shed might have been the right call. I really think that shed is the same as break block %, but that the numbers are different. Under 10, I think a break block piece works out to be better, purely by instinct/guesswork/hope. Over 10, you might have enough invested to turn the tipping point the other way. But really, the choice was break block and shed, which is why I ignored the 3 agility. 3 agility definitely has value...but so does 1 CD. That's 3 agility that is staying the same and is just being added on to probably 100ish other agility points. The CD goes up to 5, which gives you 11 CD once you're done pumping shed to 11.
 
tautology
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Originally posted by pottsman
If 11 isn't the stopping point, then shed might have been the right call. I really think that shed is the same as break block %, but that the numbers are different. Under 10, I think a break block piece works out to be better, purely by instinct/guesswork/hope. Over 10, you might have enough invested to turn the tipping point the other way. But really, the choice was break block and shed, which is why I ignored the 3 agility. 3 agility definitely has value...but so does 1 CD. That's 3 agility that is staying the same and is just being added on to probably 100ish other agility points. The CD goes up to 5, which gives you 11 CD once you're done pumping shed to 11.


Yep.

Part of the scenario for me is that I question the added value of CD on a very high agility DE....and my plan is certain to have agility around or above the 120 mark. Of course the sim may divert my plans on that front....
 
pottsman
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It's obviously a moot point now, but some guys in the CB PF did some CD testing. Took a bunch of 90+ agility guys with different CD and speed scripted them. Obviously 90 isn't 120, but there was a noted speed loss in the guys with less CD.
 
Barnsie
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The +agil piece is much safer choice imo. At this point, agents have a p good idea of what they are getting from agil when it is in certain ranges, and adding another +3 is great value. There is still a lot unknown really about bb %. Pretty much every one of my D-line guys has a break block piece that is at 18-22%, and they've had no increase in production since getting that, nor do I see them breaking blocks with higher frequency. Do I think it helps? Sure, but I'd trade those in for a +3 agil / + useful SA each time at this point.
Edited by Barnsie on Oct 16, 2009 08:11:35
 
MRIGUY
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The Break Block with Change Direction is better for a reason that no one else has mentioned.

And I will explain why with one sentence..."3 is better than 2". Some of you will understand what I mean.
 
CobraKaji
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You can always add SP's to Shed Block, you can never add sp's to a % modifier.
 
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