Its fine the way it is.
I see it as we gave up fixed stats for permanent shields.
Its fine the way it is.
I see it as we gave up fixed stats for permanent shields.
1. Sword of Order adds damage.
2. With r1 Spirit of Order, Heavy Stander, Natural Shield and Mana Deflector all three passive defenses activate 100% of the time.
3. Only four of six possible stat rolls are actually possible. You've got a 50% chance of rolling dexterity, 25% chance of rolling intelligence(crit) and a 25% chance of rolling strength.
I'm not a fan of Dark Knights for several valid reasons.
Yeah, I'm more of a fan of Paladins as well. Although infinite trans and the crit bonus, (which is always high than Paladin... right?) are kind of appealing to me.
The only Paladin skill that gives Critical is Power of Order, through the stat Will. At r1, it gives +50 Will upon activation. That is +5% Critical.
Dark Knights get their Critical boost from Mind of Chaos. At r1, it gives +12% Critical at 60%, +20% Critical at 100%, and +36% Critical at 180%. Also, at rF, even on a 60% roll, the Critical boost is +6%, higher than the Critical given by r1 Power of Order.
Actually, if you compare all trans' r1 skills that give Critical, Paladins have the worst Critical rate.
Power of Order = 5%
Mind of Chaos = 12%, 20%, 36%
Armor/Sharpness of Connous = 38%
Spell/Life of Physis = 32%
In response to the passive defense activation,
The default activation rate is 30%. Spirit of Order multiplies this rate by 1.5x All three passive skills multiple the rate by 1.3x each. With all four at r1, you now have a 100% activation rate.
As far as I understand it, PD activation is the sum of the rates of Spirit and the actual PD. Meaning at r1, you have a 50% activation (Champion) + 30% activation (PD) for 80% each. The "base" rate would be 13% activation, with both skills at rF.
It doesn't make sense that ranking Heavy Stander would increase the chances of Mana Deflector activating. Regardless, if what you were saying is true, Paladins would still only have a 99% activation rate which, especially with mabi chances, is not 100%.
As far as DK rolls go, you can't go comparing single stats on their own. The whole is greater than the sum of it's parts.
"They get damage, but it's not much more than a Paladin."
True, a Dex or Str roll only puts them 10 max ahead of a Paladin, but with that comes 10-20 crit.
Also remember that, for people who use Blaze, the Int roll counts too, even if the crit bonus doesn't anymore.
"They get Critical, but only Archers need that."
Not true, there are many Shadow Mission mobs with low prot, enough to make the crit bonus significant for those geared with max damage. For example, the Uroboros has 27 Prot (54-84 Crit needed) and the Doppleganger has only 19 Prot (38-68 Crit needed). For melee people wielding 2H weapons or dual 222s, the crit bonus is enough to boost you up from a low (or zero) chance Smash Crit to possibly max 30% without the use of crit enchants. In some cases, this means DKs get more damage and the added bonus of Crits at no penalty.
Paladins only have one benefit over DKs, which is consistency (or maybe two if you count defense stats... and Stam). Not that consistency isn't important, but the majority of endgame players do seem to lean toward the dark side.
As far as damage is concerned, paladin melee always gets +134. Dark knights only have a 25% chance of landing +144. When it comes to melee offense, Paladin is clearly the more suitable choice.
Moot argument anyway. It's not like you can't suffice without transformations.
Yessssss go for this
DK SUX right now!