Hello, I have a question regarding the stats, since I’d like to optimize my character and maybe you can help me understand the stats that go beyond the cap. I want to know if going over the stat limits is a waste, or if they actually provide something, help in any way, or maybe could be replaced by something more useful.
My character has:
5 Ascendent
7 Crushing Flame + its bonus
5 Hellfire
5 Epiphany + its bonus
5 Demonic
The stats that go over the cap are:
Attack SPD: 75 out of 60
Critical Chance: 75 out of 60
Critical DMG: 437.5 out of 350
Elemental Weaken: 240 out of 200
I’d like to know your opinion: is it okay for these stats to go over the cap, or could these excess points affect the mechanics? Or am I simply wasting stats that could be put into other places or other options?
yes. the real question is ‘does having this over cap affix make this build more effective?’
the + is that these affixes are more effective.
the - is that to be more effective they take up more space, which means less space for other affixes.
the only way to really know is to write down your over cap build and figure out how much DMG/DPS it does.
then write down the same build without over cap affixes and put in affixes that are good for the build in the open spaces and figure out how much DMG/DPS it does.
then compare.
Elemental Weaken - this is part of the Element Resist DMG equation done to monsters. many builds only need one Crystal +90% Weaken, which only takes one space. +120% Weaken takes up 2 spaces with a Crystal & an Epic affix which give all attacks Weaken. to go higher you either need 2 Crystal affix slots for +180% Weaken, plus an Epic for +200% at the cost of a third space, and with Epiphany either 3 Crystal spaces for +250% to +270% or 4+ spaces with two Crystal Weaken and two or more Epic Weaken to get up to a possible +280% Weaken with Epiphany (8).
Attack Speed is worth it if your main attack is your Main Hand Primary Skill (Comet for Wizard Staff, Cleave for Warrior Axe, or Ricochet for Rogue Flintlock, for example). use Cooldown if any other skill is your main DMG attack.
Edit: I see on your build in another Thread that you are using the Epiphany Set Bonus, which requires Attack Speed +70% or better for +70% total DMG. this is good for many builds.
Cooldown has a maximum of 0.5 seconds. not all skills can go that low, but for those that do, it might be worth it. if a Weapons APS is lower than 2, you need enough Attack Speed to raise it to 2, as a Skills Cooldown wont go lower than the Weapons APS. Cooldown 0.5 = APS 2.