Memorize this:
Quote (njaguar @ Oct 7 2010 01:03pm)
When I first saw this, I was like WTF, what in the world now.. Then I remembered, this is part of an update transitioning that I made towards the beginning of this update, and had forgotten. Will be updating the announcement, and posting about it shortly.
A quick summary is that each weapon now has a Strength/Dexterity ratio that it benefits from. Ie, pumping 100% into Strength is no longer the best option (unless you're using strength heavy weapons). Will update the portal with the details in a bit.
edit: Okay, I updated the portal.
Here's how it works:
Swords are Str/Dex ratio of 75/25, that means the bonus effect is 75% of your strength PLUS 25% of your dexterity.
Daggers are Str/Dex ratio of 10/90, that means the bonus effect is 10% of your strength PLUS 90% of your dexterity.
Etc.
So, nothing is nerfed, you just have to adjust your build stat placement. In fact, this BOOSTS dagger wearing classes, since they have naturally higher dex, for instance.
Quote (Stok3d @ Oct 7 2010 02:29pm)
Njaguar just told you the answer!!! Now it's time to put on your 4th grade mathematical hat on. There is no definate # for dex as everyone has different starting stats and quality of gear...

Let me assist:
Take a piece of paper and make 2 columns. 1 for str and 1 for dex. Now place the totals of each for your class into the respective column. Next figure out what lvl of gear you want to analyze. Lets pretend you're going to check out your MQ Gear Ratios. To do this, place the str & dex into the appropriate columns for your robe, weapon, and main slotted charm. Now I'd add up each column. Now if you have 20 starting stats and 54 more lvls to go toward wearing that gear, you will have a total of 74 stats to hit that sweet spot of 75% & 25% IF you are using swords. Now you can easily add the totals of your str/dex to make this proper ratio to make that sweet spot with the 74 stats.
I think a little pre-planning will make everyone a more effective player
