When it comes to weapon perks, I think you would do the subject more justice by breaking it down into individual weapon categories as well as PvP vs PvE. In PvE, the ideal scenario should come up fairly often: Tanks keep enemies' backs towards everyone else, melee dps do automatic crits) compared to getting a critical that you otherwise would not have had you chose a different perk than "KEEN". Considering that "Keen" is your first choice, I feel like there should have been some mention of how redundant +11% additional crit chance is when you already get %100 crit chance with backstab. For the sake of argument, let's assume that we rarely are able to backstab or get a headshot; in those cases we want to look at the added value "Keen" gives us compared to an ability not chosen, let's use "Enchanted" for the rest of this example. So, if you choose "Keen" over "Enchanted" then naturally your going to create a build that focuses on getting more value out of crits since you're making them more frequent. We start with a basic example of how 'literally' DPS will function given improved crit (Keen) over an alternative (Empower). Let's assume base damage with a hatchet's basic attack is 1000. For now, let's NOT LOOK AT value from "On-Crit" abilities and but only look at additional damage. Without mods, each swing (.04 crit chance and 1.4 multiplier) will have and average damage of 1016. (this comes from the average of Noncrit damage + Crit damage per swing) Average Non-crit damage = Base*Noncrit_Chance = 1000*0.96 = 960 Average Crit damage per swing = Base*Crit_Chance*Crit_Modifier = 1000*0.04 +1.4 = 56 Add the two together to create our new "unmodified" Average damage per hit. "1016" Continue the exercise, if we choose an ability that adds 11% crit chance ("KEEN") our new Average 'damage per hit' will be 1060, a whopping 4.3% increase. If we were to add a crit multiplier ("Vicious") of %11 , we'd only be getting value roughly 1 in 7 times or %15, our new Average Damage per hit becomes 1083.1. We are still under the damage had we chose to simply swing away with light attacks.... 1112.5 which comes from 1016 plus an overall 9.5% damage using light attacks. The purpose of this math exercise is to show just how little extra damage "Keen" (by itself) does "WHEN BACKSTABS AND HEADSHOTS ARE IMPOSSIBLE". The main factor for this is the very low "CRIT MULTIPLIER" for each weapon and as you can see, for the above example I chose a weapon tied for the highest in the game. Please note, the damage value or critical hits increases dramatically when the crit-multiplier is closer to double ( 2X instead of 1.4X ) the base weapon damage. Just to be clear, I understand the main argument in the video for "Keen" was because of "On-Crit" bonuses (to be discussed below) and not because of the marginal damage increases of having "Keen" and "Vicious" however; I do believe the extra damage from Crit attacks are often overestimated Now let's talk about the value from "On-Crit" abilities that once again have an increased likelihood of occurring because you chose "Keen" over a different ability.... As I scanned the abilities from each weapon, the basic idea crit gives is one of a few things: 1. Extra Stamina - My Verdict= Useless considering the premise of the value of the chosen abilities is for maximizing DPS as stating in the beginning of the video. 2. Extra Crit Damage per crit hit - My Verdict= It's very bad unless you can find a way to crit more often without sacrificing damage boosts from other locations. (Dare I say Backstabs and Headshots?) 3. Extra Speed "haste" - My Verdict= Lame, it's for such a short time and we're still trying to maximize dps right? Don't need to run faster against a practice dummy. 4. Bleed damage "Keenly Jagged"- My Verdict= Bleed damage is good. But, do we know if it's unmodified damage mitigation or not? Assuming it isn't, we would have to try to calculate just how much extra damage it deals but we already know it's going to be roughly 70% weapon damage over 10 seconds which is well less than 7percent damage against a practice dummy. This performs better in pvp vs pve where it's hard to land consistent attacks and when you do, here's to hoping it was a crit and comes with an added punch. But since the damage isn't dealt immediately in bursts, there's still time for them to try to run away, use a potion, or heal themselves. 5."KEENLY EMPOWRED" - My Verdict= Among this list, I saved the best for last. In order to easily calculated the "value" of this ability, we need to be able to reliably crit our target and minimize time between having this buff active on yourself. For PvE, "Keen" is inferior to many things on the list because Backstab and Headshots exist in this game giving automatic crits. For PvP, I believe the best argument for "Keen" is one you didn't make, which is: In PvP, it can be very hard to guaranteed a crit with backstab or headshot and therefore, "Keen" is great because it increases the likelihood of killing someone with "Burst DPS" as opposed to a sustained style damage build that would benefit more greatly from skills like "Enchanted". Closing thoughts: Based on Sethphir not going into great detail over value bonus of "On-Crit" vs an alternative Perk, I feel like he saw how there was synergy between crits doing extra damage and getting value in multiple ways... bleeds, crit multiplier, empowerment but never didn't completely consider the marginal benefit gain, from it and omitted the low crit multiplier across all weapons. In a perfect world, DPS backstabbing a target 100% of the time would benefit most from: Keenly Empowered, Rogue, & Bane. The exception would be if weapon abilities did so much more damage with respect to light and heavy attacks that it would create more "value" and overall DPS to reduce the cooldown on them but I just don't think for the purposes of DPS that that's the case. If I were to chose 3 skills for a DPS weapon for general purpose between both PvP and PvE, I would pick "Enchanted" and "Keenly Empowered" as my first two and make the argument that crits will happen at frequency (whether is backstab, headshot, natural crit) that I'll get more value in a chosen 3rd ability like Lifestealing vs Keen. @Sethphir, if you're reading this, just know I greatly appreciate your content and what you bring to the New World community. Your videos have made me excited to jump into New World and apply all the new knowledge I've gotten from them. As a fellow min/maxer; I hope you find this rather verbose response isn't viewed as an attack but as a well-formulated argument for why certain perks may have more or less value than initially expected at first sight. I look forward to your response. TLDR: Considering the frequency of backstabs and headshots providing guaranteed crits and triggering "On-Crit Abilities", "Keen" is inferior to DPS perks like "Enchanted" which will apply its benefit in more situations and in more substantial ways than "Keen" would.
Seeing this 7 months after you made it and recently returning to NW. This video is very useful indeed, I've seen a few of your videos now and you earn a sub for the good info and clear speech.
Keep in mind that a lot of these perks were shown/proven to be bugged a few weeks ago so just be cautious about the gold you spend on a huge upgrade that is actually still bugged and not working.
so lets be honest, crit chance, rogue or crit dmg and keenly empowered is by far the best combo on most weapons u can get. Also the new 620 weapons will have these perks, cause theyre the best
@Tempesta Solarum +9.5% guaranteed damage per hit is mathematically infinitely better than a +11% chance to crit. Also not saying keen is bad, it goes on a BiS, just saying enchanted is overall the best for damage per hit. PvE/PvP doesn't matter with this perk they have the same effect.
I am glad he mentioned the chain abilities as being good perks. They are honestly slept on a lot but are huge damage in wars and OPR's especially for melee players
I believe Enchanted is better than Keenly Jagged. It's a 9.5% damage bonus to all light and heavy attacks, that include when you crit while doesn't work with special attacks, do a lot more basic attacks over all than special attack in a fight both in PVP and PVE. Add of your special attack crit and be in the window Keenly Jagged isn't on internal CRD pretty high, Maybe if first attack in fight you use a special attack having both off CDR, after that way to random to make sure those special line up with internal CDR. 1000 crit damage hit with Enchanted give you extra 95 damage. 1000 crit damage hit with Keenly give you 70 damage bleed over 10 second. Take the damage up front. With high hitting weapon, bonus can be 200 plus damage.
If I am not mistaken, there are a handful of named items that will offer these two stats together. But you are correct that it is impossible to craft a ring with these two rolls on it.
Enchanted is probably the best... Also refreshing evasion is bugged... If you spam evade or animation cancel in any weight category it doesn't count towards your CDR. You literally have to use your evasions one at a time.
What an awsome video! I’ve been studying perks for the past week and got what I consider a very decent set for Tank PVP. Interestingly enought your best perks are also the ones I consider the best aswell, expect for ring. But that’s probably cause you didn’t get into ring for tanking (which I find kinda tricky since ring has so much damage boosts and we tanks aren’t that much interested in damage). For my ring, I got one with Crippling (for the slows that I apply with the War Hammer) and Refreshing (good all around). ps: Refreshing Move is being super underlooked, especially for tanks that can easily hit 90% of their light atacks and spam CC constantly. As for shield, I got very excited with what you said cause it looks like I got an almost perfect one (Shield Rush, Sturdy and Less Ice damage taken). The only problem is that it is 511 GS. But I do consider perks more important than GS tbh. One thing that I haven’t tested yet and could be an interesting point in a video like this is to show which of these do stack. Resilient and Refreshing I’m pretty sure that do stack but what about refreshing ward?
Until the shield is fixed so it's stats count as long as you have a sword equipped a lot of the stats won't count when gathering as you put it away when gathering
Keenly Jagged is love. Got a spear with it, changed to other one of higher gearscore, but without it, and I miss the finishing advantages of this bleed sucking out those last milimeters of lifebar left in a mob after a spear throw. Now I have to walk up to them and kill them manually. Chain lightning and other chains with elements have caused me some problems of aggroing enemies who were behind the corner and would have not attacked me if not the chain.
@Sethphir I find it very annoying that all of these perks are listed in the database, but they don't link the crafting mod that would force that perk on the item. I know the in game drop down menu when crafting shows them, but I end up either missing it or staring at my screen for 10mins trying to find the correct mod. Seems like such an easy thing to add to the database.
I love Enchanted and Keenly Empowered (with Keen) on weapons, Viscious seems kinda overrated and strictly inferior to Keenly Empowered unless you have insane amount of crit on weapon+ring+skill tree.
About amulets, I didn't see the slash/thrust damage variation coming from low level quest or dungeon if I remember correctly. I'm rocking a 320GS +4% (or smthing) thrust damage and I don't think there could be better options for pure dmg 🤔
It would be tough getting exactly all those perks. Any known good named item drops that fulfill those roles? Might make a good video to show known drops at different levels. Especially jewelry or side quest items.
@sethphir I was really hoping you could go over the expeditions and arenas? Like requirements and rewards. I cant find much about the other small ones so that would be awesome!
Hi man, awesome & informational video. As always. One n00b question from a casual though. On the armor pieces, say you have a lifestaff and a warhammer as weapons, if i want the sacred ground skill that i am using on the armor slots, is it "enough" to have it on 1 armor item or can it stack multiple times if having the same perk on more armor pieces make it more powerful? If it is only needed on one item because of no stacking, should the focus then be on having the one, two or three skills that are most "powerful" be a perk on the armor pieces, and the rest to be focused mainly on defensive perks to be able to survive best? So for example, fortifying sacred ground, shockwave perk for the warhammer, and maybe beacon or something as my 3 "go-to" abilities when using the weapons, eg. the more powerful perks i can combine with the other important defensive perks would as a casual as me be kinda BiS if i can get hold of this kind of armor, or craft it eventually..
Keenly jagged doesnt trigger on multiple targets. It have global 10s cd, not per target. You cant have it up on multiple targets, unless it recently bugged out to be able to do so, which with how messed up game code is possible. Considering huge part of dmg output are light and heavy attacks Enchanted is a total nr 1 must perk on a weapon for dmg output.
It does depend on weapon by weapon basis, Enchanted would be good for a fire staff but I think I'd prefer keen/keenly jagged/vicious/keenly empowered. But for an Ice Gauntlet Enchanted is easily its best. Keenly Empowered is a bit of a sleeper perk I think. 15% damage for 5 seconds is huge and many weapons would be able to keep the buff active.
Agree with several things here. Speaking strictly for PvE However, disagree with Crit on weapon for melee based DPS classes. Getting behind mobs guarantees a crit so Keen is over valued for this situation. Refreshing Move is #1 in most cases. Rogue/Enchanted/Vicious/Enchanted/Keenly Empowered all being very close depending on situation and weapon for the #2 spot. As for armor: refreshing + luck along with weapon specific perks. Resilient is terrible for PvE, you should almost never get hit in the back.
Correct me if I am wrong, but refreshing ward seems nearly pointless rather than powerful. Let's say your cooldown is 20sec long. You have to get hit 25 times to take 2sec off your ability. Getting hit 25 times is a lot... so you're looking at like .5-2sec off your cooldowns per use of that ability and only in large scale fights. Same with refreshing evasion - you'd have to dodge 10 times to take 1-2sec off your cds. Which is almost negligible, unless it stacks?! Also Keenly Jagged only applies to one mob every 10sec :( No aoe damage. Thanks for your breakdowns!
A few questions still... how perk stacking works? like if i were to have 5% lifesteal on a weapon and 5% on ring, do i have 10%? there's perks that give rend, so if i stacked that, i would rend for a higher percentage?
I think that weaponspecific perks belong to weapons rather than armor. The problem with weaponperks on armor is that they will get useless after you switch weapon. And also maybe you will at one time try out a completely new weapon and find yourself with a perfect 600gs armor piece and a perk, you will never get to utilize
How about this thing called Enchanted, imo one of the (if not the) best perks weapon can have, obviously a bit dependant on the weapon but for example great axe has high cd's and rely alot on normal attacks, giving ~10% more dmg on those is huge, something like enchanted + cd red on hits would be bis i think
What about hated? It definitely helps keeping the Aggro on u. If u don’t have hated and your dps are dealing to mich dmg or the healer heals, the adds sometime decides to go after them. With hated on the ring, sword and shield this actually never happens
you would never realistically want hated as long as you have a t5 carnelian in your weapon. if you aren't able to keep aggro you are just being a body instead of attacking in opportune moments
Do you know of a resource that shows which perks are mutually exclusive (or what the perk groups are), e.g. adored logging luck and adored mining luck can't both be on the same item?
When crafting gear would you recommend to guarantee a stat or perk when aiming to make something specific like a tank amulet, earring or ring. Would guaranteeing Constitution or the Health perk be more wise? would like to see your input on this
The Attributes of your Offhand Weapon is accounted for even if it is not your Active weapon. The Shield Attributes does not get accounted for unless Sword is your active weapon though. So why wouldn't the passives from the same weapon also give a bonus? Might very well be that secondary weapon passives are not accounted for because it is easier doing balance changes with less variables^^ Amazon / Beta World sure like their laziness^^
How much time passes on your CDs between each light (or heavy attack)? The refreshing move has diminishing returns as you spam LMB for instance. I personally wouldn’t rank that as the second best weapon perk.
Really depends on the weapon. On fast weapons it's almost always worth it. For an aoe weapon like axe or hammer it proves off of every mob hit. If you are using a fire staff and always heavy hitting it's probably not worth it.
i have a question for you... its more important the gear stats or perks? Ex. you have an item with perfect perks but its tier 4 or simply the stats are 30/40/50 points lower(armor) or 5 atribute points lower.
I play rapier and spear here's what I recommend: Rapier: backstab+ Crit damage+ corrupted bane or beast bane as you'll only want to kill these types as a thrust damage weapon if you plan to solo with rapier, slot in crit rate/keen in place of backstab Tanks will always be drawing the Argro so you should always be backstabbing Spear: basically, the same thing. Bleed perk is garbage as bleeds do dick all damage and aren't scaled by your crit damage which makes them deal so little damage. Why the heck would I get a perk that does 30 dmg a tick when my light attacks are doing 3-4k a crit? Refreshing perk is useless as both rapier and spear have incredibly low cooldowns and have built in passives in their tree that reduce their cooldowns drastically Btw don't do tondo bleed, its garbage for the same reason as above bleeds can't crit making it really bad for dps instead spec into the grace tree and use evade to constantly chain your light attacks and fleche to get behind your opponents for backstabs
video is wrong, keen awarness and for example thrust dmg cannot be on same ring, they are exlusive, you can test it at trading post while selecting perk to test what can be combined !
I've been fallling off the crit builds with how uneffective it is into all of the resilience gear going around where you basically lose damage for having crit. GA is definitely an outlier with the fact you can get a lot of extra crit damage but for rings hearty/refreshing/? Dmg% or hearty/dmg%/leeching seem to be better bets. Analysis is overall good but crit rate isn't very valuable for a lot of these things.
Rogue is much better than keen. For something like hatchet having 11% chance to hit a crit for 1.4x dmg works out to ~4.4% bonus damage. Crit multiplier must be stacked before keen is worth it.
keen is the worst of damage perks imo, on melee weapons at least. backstab is 100% crit, thats enough to activate your passives, and this means keen provides no value when you backstab. moreover, crit damage is 120-140% depending on weapon, which means u get only +2-4%(a bit less actually, assuming you had some crit chance before) damage on average from this perk, and only when you dont backstab. also you said nothing about enchanted, possibly the best perk for weapons where damage is mostly from light/heavy attacks - like greataxe, hatchet
Itemization in in New World, is so dam boring. Everyone just runs the same gear, or as close to that as they can. There is literally no build diversity because there are so few perks, and they all do such boring things. I hate it.
Did he even mention enchanted? Seems like he didn’t. How can you have a best perk video and not talk about one of the best perks in the game? I was subscribed, but then unsubscribed when I realized he didn’t even mention enchanted. Appreciate the effort, but maybe a little research beforehand would be better.
Healing will be in a follow up video!
What perks do you find really strong? Anything you agree with or disagree with?
Do you know if jewelry keen stacks with weapon keen?
@UCcchA_THFcUaKhQj9II7_uQ should clarify i mean if you have a keen perk on a weapon, then keen on a jewelry peice? does that stack
You featured Refreshing evasion as a top perk; have you actually tested it and watched your CD number go down on your skills?
imo divine is way more important than health... atleast for pvp
When it comes to weapon perks, I think you would do the subject more justice by breaking it down into individual weapon categories as well as PvP vs PvE. In PvE, the ideal scenario should come up fairly often: Tanks keep enemies' backs towards everyone else, melee dps do automatic crits) compared to getting a critical that you otherwise would not have had you chose a different perk than "KEEN". Considering that "Keen" is your first choice, I feel like there should have been some mention of how redundant +11% additional crit chance is when you already get %100 crit chance with backstab.
For the sake of argument, let's assume that we rarely are able to backstab or get a headshot; in those cases we want to look at the added value "Keen" gives us compared to an ability not chosen, let's use "Enchanted" for the rest of this example.
So, if you choose "Keen" over "Enchanted" then naturally your going to create a build that focuses on getting more value out of crits since you're making them more frequent.
We start with a basic example of how 'literally' DPS will function given improved crit (Keen) over an alternative (Empower).
Let's assume base damage with a hatchet's basic attack is 1000.
For now, let's NOT LOOK AT value from "On-Crit" abilities and but only look at additional damage.
Without mods, each swing (.04 crit chance and 1.4 multiplier) will have and average damage of 1016. (this comes from the average of Noncrit damage + Crit damage per swing)
Average Non-crit damage = Base*Noncrit_Chance = 1000*0.96 = 960
Average Crit damage per swing = Base*Crit_Chance*Crit_Modifier = 1000*0.04 +1.4 = 56
Add the two together to create our new "unmodified" Average damage per hit. "1016"
Continue the exercise, if we choose an ability that adds 11% crit chance ("KEEN") our new Average 'damage per hit' will be 1060, a whopping 4.3% increase.
If we were to add a crit multiplier ("Vicious") of %11 , we'd only be getting value roughly 1 in 7 times or %15, our new Average Damage per hit becomes 1083.1. We are still under the damage had we chose to simply swing away with light attacks.... 1112.5 which comes from 1016 plus an overall 9.5% damage using light attacks.
The purpose of this math exercise is to show just how little extra damage "Keen" (by itself) does "WHEN BACKSTABS AND HEADSHOTS ARE IMPOSSIBLE". The main factor for this is the very low "CRIT MULTIPLIER" for each weapon and as you can see, for the above example I chose a weapon tied for the highest in the game. Please note, the damage value or critical hits increases dramatically when the crit-multiplier is closer to double ( 2X instead of 1.4X ) the base weapon damage. Just to be clear, I understand the main argument in the video for "Keen" was because of "On-Crit" bonuses (to be discussed below) and not because of the marginal damage increases of having "Keen" and "Vicious" however; I do believe the extra damage from Crit attacks are often overestimated
Now let's talk about the value from "On-Crit" abilities that once again have an increased likelihood of occurring because you chose "Keen" over a different ability....
As I scanned the abilities from each weapon, the basic idea crit gives is one of a few things:
1. Extra Stamina - My Verdict= Useless considering the premise of the value of the chosen abilities is for maximizing DPS as stating in the beginning of the video.
2. Extra Crit Damage per crit hit - My Verdict= It's very bad unless you can find a way to crit more often without sacrificing damage boosts from other locations. (Dare I say Backstabs and Headshots?)
3. Extra Speed "haste" - My Verdict= Lame, it's for such a short time and we're still trying to maximize dps right? Don't need to run faster against a practice dummy.
4. Bleed damage "Keenly Jagged"- My Verdict= Bleed damage is good. But, do we know if it's unmodified damage mitigation or not? Assuming it isn't, we would have to try to calculate just how much extra damage it deals but we already know it's going to be roughly 70% weapon damage over 10 seconds which is well less than 7percent damage against a practice dummy. This performs better in pvp vs pve where it's hard to land consistent attacks and when you do, here's to hoping it was a crit and comes with an added punch. But since the damage isn't dealt immediately in bursts, there's still time for them to try to run away, use a potion, or heal themselves.
5."KEENLY EMPOWRED" - My Verdict= Among this list, I saved the best for last. In order to easily calculated the "value" of this ability, we need to be able to reliably crit our target and minimize time between having this buff active on yourself.
For PvE, "Keen" is inferior to many things on the list because Backstab and Headshots exist in this game giving automatic crits.
For PvP, I believe the best argument for "Keen" is one you didn't make, which is: In PvP, it can be very hard to guaranteed a crit with backstab or headshot and therefore, "Keen" is great because it increases the likelihood of killing someone with "Burst DPS" as opposed to a sustained style damage build that would benefit more greatly from skills like "Enchanted".
Closing thoughts: Based on Sethphir not going into great detail over value bonus of "On-Crit" vs an alternative Perk, I feel like he saw how there was synergy between crits doing extra damage and getting value in multiple ways... bleeds, crit multiplier, empowerment but never didn't completely consider the marginal benefit gain, from it and omitted the low crit multiplier across all weapons.
In a perfect world, DPS backstabbing a target 100% of the time would benefit most from: Keenly Empowered, Rogue, & Bane. The exception would be if weapon abilities did so much more damage with respect to light and heavy attacks that it would create more "value" and overall DPS to reduce the cooldown on them but I just don't think for the purposes of DPS that that's the case.
If I were to chose 3 skills for a DPS weapon for general purpose between both PvP and PvE, I would pick "Enchanted" and "Keenly Empowered" as my first two and make the argument that crits will happen at frequency (whether is backstab, headshot, natural crit) that I'll get more value in a chosen 3rd ability like Lifestealing vs Keen.
@Sethphir, if you're reading this, just know I greatly appreciate your content and what you bring to the New World community. Your videos have made me excited to jump into New World and apply all the new knowledge I've gotten from them. As a fellow min/maxer; I hope you find this rather verbose response isn't viewed as an attack but as a well-formulated argument for why certain perks may have more or less value than initially expected at first sight. I look forward to your response.
TLDR: Considering the frequency of backstabs and headshots providing guaranteed crits and triggering "On-Crit Abilities", "Keen" is inferior to DPS perks like "Enchanted" which will apply its benefit in more situations and in more substantial ways than "Keen" would.
Seeing this 7 months after you made it and recently returning to NW. This video is very useful indeed, I've seen a few of your videos now and you earn a sub for the good info and clear speech.
Appreciate it Jumble! Ty for the sub
Enchanted is definitely one of the best
Keen and Enchanted are my 2 must haves on a weapon
Enchanted and keen would definitely be on a god rolled weapon. (Third would depend on the weapon. Keenly jagged for musket, backstab for rapier etc.)
Yeah dawg, this nigga sleepin' on that enchanted
100%. It’s better than any he listed. The 525 faction weapons with it outclass any weapon without it up until the 580 quest ones.
For fire staff I rather have keen + keenly empowered for 15% extra DMG on fireball and other skills and normal and heavy attacks
Keep in mind that a lot of these perks were shown/proven to be bugged a few weeks ago so just be cautious about the gold you spend on a huge upgrade that is actually still bugged and not working.
Buy trash gear for 10 gold and test yourself if it works or not.
so lets be honest, crit chance, rogue or crit dmg and keenly empowered is by far the best combo on most weapons u can get. Also the new 620 weapons will have these perks, cause theyre the best
No, enchanted is by far the best weapon perk
Yeah and that also implies resilient is one of the best perks in my opinion
@Tempesta Solarum +9.5% guaranteed damage per hit is mathematically infinitely better than a +11% chance to crit. Also not saying keen is bad, it goes on a BiS, just saying enchanted is overall the best for damage per hit. PvE/PvP doesn't matter with this perk they have the same effect.
@Tempesta Solarum that moment when you realize every hit is a heavy and light attack.
@@Clapts i thought enchanted didn’t work on abilities
I am glad he mentioned the chain abilities as being good perks. They are honestly slept on a lot but are huge damage in wars and OPR's especially for melee players
I believe Enchanted is better than Keenly Jagged.
It's a 9.5% damage bonus to all light and heavy attacks, that include when you crit while doesn't work with special attacks, do a lot more basic attacks over all than special attack in a fight both in PVP and PVE. Add of your special attack crit and be in the window Keenly Jagged isn't on internal CRD pretty high, Maybe if first attack in fight you use a special attack having both off CDR, after that way to random to make sure those special line up with internal CDR. 1000 crit damage hit with Enchanted give you extra 95 damage. 1000 crit damage hit with Keenly give you 70 damage bleed over 10 second. Take the damage up front. With high hitting weapon, bonus can be 200 plus damage.
Isnt it 1000*0.07*10=700 damage over 10 seconds not 70?
For ring keen awareness and damage types like fire dmg are mutually exclusive, you cant have both on the same item.
If I am not mistaken, there are a handful of named items that will offer these two stats together. But you are correct that it is impossible to craft a ring with these two rolls on it.
You are mistaken
yea for me the bis would be keen awareness, hearty, and one of the refreshing perks
Thanks Seth, saving this one for future reference.
Thank you for this! Helps understand all the different perks on what slot and it’s good to know I’m doing it correctly.
Enchanted is probably the best... Also refreshing evasion is bugged... If you spam evade or animation cancel in any weight category it doesn't count towards your CDR. You literally have to use your evasions one at a time.
What an awsome video! I’ve been studying perks for the past week and got what I consider a very decent set for Tank PVP.
Interestingly enought your best perks are also the ones I consider the best aswell, expect for ring. But that’s probably cause you didn’t get into ring for tanking (which I find kinda tricky since ring has so much damage boosts and we tanks aren’t that much interested in damage). For my ring, I got one with Crippling (for the slows that I apply with the War Hammer) and Refreshing (good all around). ps: Refreshing Move is being super underlooked, especially for tanks that can easily hit 90% of their light atacks and spam CC constantly.
As for shield, I got very excited with what you said cause it looks like I got an almost perfect one (Shield Rush, Sturdy and Less Ice damage taken). The only problem is that it is 511 GS. But I do consider perks more important than GS tbh.
One thing that I haven’t tested yet and could be an interesting point in a video like this is to show which of these do stack. Resilient and Refreshing I’m pretty sure that do stack but what about refreshing ward?
You forgot to mention that there is a quest reward shield called Dark Phoenix that gives Sword perks: Keen and Enchanted.
Until the shield is fixed so it's stats count as long as you have a sword equipped a lot of the stats won't count when gathering as you put it away when gathering
Keenly Jagged is love. Got a spear with it, changed to other one of higher gearscore, but without it, and I miss the finishing advantages of this bleed sucking out those last milimeters of lifebar left in a mob after a spear throw. Now I have to walk up to them and kill them manually.
Chain lightning and other chains with elements have caused me some problems of aggroing enemies who were behind the corner and would have not attacked me if not the chain.
i got a 595 vorpal keen jagged musket that's melting in opr, I'm trying to stack freedom and refreshing evade on my armor ontop of crucial perks.
@Sethphir I find it very annoying that all of these perks are listed in the database, but they don't link the crafting mod that would force that perk on the item. I know the in game drop down menu when crafting shows them, but I end up either missing it or staring at my screen for 10mins trying to find the correct mod. Seems like such an easy thing to add to the database.
Do refreshing ward or refreshing evasion stack with other instances of the perk on other pieces?
I love Enchanted and Keenly Empowered (with Keen) on weapons, Viscious seems kinda overrated and strictly inferior to Keenly Empowered unless you have insane amount of crit on weapon+ring+skill tree.
About amulets, I didn't see the slash/thrust damage variation coming from low level quest or dungeon if I remember correctly. I'm rocking a 320GS +4% (or smthing) thrust damage and I don't think there could be better options for pure dmg 🤔
lifestealing is pretty good since they can also get it on jewelry
It would be tough getting exactly all those perks. Any known good named item drops that fulfill those roles?
Might make a good video to show known drops at different levels. Especially jewelry or side quest items.
The 570 amulet quest has Health, Divine and Reinforced. Its very strong. The only problem is that it doesn’t have a gem socket
@sethphir I was really hoping you could go over the expeditions and arenas? Like requirements and rewards. I cant find much about the other small ones so that would be awesome!
This will come in handy while crafting all those void gauntlets Wednesday! lol :)
It's a shame that some of the special weapon perks don't stack even if the in-game description doesn't mention it doesn't stack.
like what?
Hi man, awesome & informational video. As always.
One n00b question from a casual though. On the armor pieces, say you have a lifestaff and a warhammer as weapons, if i want the sacred ground skill that i am using on the armor slots, is it "enough" to have it on 1 armor item or can it stack multiple times if having the same perk on more armor pieces make it more powerful?
If it is only needed on one item because of no stacking, should the focus then be on having the one, two or three skills that are most "powerful" be a perk on the armor pieces, and the rest to be focused mainly on defensive perks to be able to survive best?
So for example, fortifying sacred ground, shockwave perk for the warhammer, and maybe beacon or something as my 3 "go-to" abilities when using the weapons, eg. the more powerful perks i can combine with the other important defensive perks would as a casual as me be kinda BiS if i can get hold of this kind of armor, or craft it eventually..
I'm going all lifesteal on weapons and armor
Keenly jagged doesnt trigger on multiple targets. It have global 10s cd, not per target. You cant have it up on multiple targets, unless it recently bugged out to be able to do so, which with how messed up game code is possible. Considering huge part of dmg output are light and heavy attacks Enchanted is a total nr 1 must perk on a weapon for dmg output.
@sethphir could you do a jewelry watermark guide. Preferably a solo one.
It does depend on weapon by weapon basis, Enchanted would be good for a fire staff but I think I'd prefer keen/keenly jagged/vicious/keenly empowered. But for an Ice Gauntlet Enchanted is easily its best.
Keenly Empowered is a bit of a sleeper perk I think. 15% damage for 5 seconds is huge and many weapons would be able to keep the buff active.
Oh wow. Glad I was able to snap a 545 gs musket with keen and keenly empowered for 125g I was so happy . Cant wait to hit 60 to use it
Someone says in my Company that Vicious is best for weapons, Since you always Crits attacking from Behind. Which makes sense for Pve.
Agree with several things here. Speaking strictly for PvE However, disagree with Crit on weapon for melee based DPS classes. Getting behind mobs guarantees a crit so Keen is over valued for this situation. Refreshing Move is #1 in most cases. Rogue/Enchanted/Vicious/Enchanted/Keenly Empowered all being very close depending on situation and weapon for the #2 spot.
As for armor: refreshing + luck along with weapon specific perks. Resilient is terrible for PvE, you should almost never get hit in the back.
Starts at 3:31
Correct me if I am wrong, but refreshing ward seems nearly pointless rather than powerful. Let's say your cooldown is 20sec long. You have to get hit 25 times to take 2sec off your ability. Getting hit 25 times is a lot... so you're looking at like .5-2sec off your cooldowns per use of that ability and only in large scale fights.
Same with refreshing evasion - you'd have to dodge 10 times to take 1-2sec off your cds. Which is almost negligible, unless it stacks?!
Also Keenly Jagged only applies to one mob every 10sec :( No aoe damage.
Thanks for your breakdowns!
Which perk should i guarantee while crafting weapon/armor? Attribute bonus perks or skill bonus perks?
Excellent video
keenly jagged is jdefinalty underated, damage wise its the 2nd strongest damage perk after enchanted, wich you didnt talk about at all..
you'd be right if it didn't only apply on one target and then goes on cd
does the perks on the armor stack? if i got 2 peices of set with the same perk
A few questions still... how perk stacking works? like if i were to have 5% lifesteal on a weapon and 5% on ring, do i have 10%? there's perks that give rend, so if i stacked that, i would rend for a higher percentage?
so crit chance on weapon + ring = 22% right
I think that weaponspecific perks belong to weapons rather than armor. The problem with weaponperks on armor is that they will get useless after you switch weapon. And also maybe you will at one time try out a completely new weapon and find yourself with a perfect 600gs armor piece and a perk, you will never get to utilize
I've some questions: do perks stacks? For example if i have resilient on every piece of gear, the % amount is cumulative?
How about this thing called Enchanted, imo one of the (if not the) best perks weapon can have, obviously a bit dependant on the weapon but for example great axe has high cd's and rely alot on normal attacks, giving ~10% more dmg on those is huge, something like enchanted + cd red on hits would be bis i think
is the accuracy perk on a musket any good
What about hated? It definitely helps keeping the Aggro on u. If u don’t have hated and your dps are dealing to mich dmg or the healer heals, the adds sometime decides to go after them. With hated on the ring, sword and shield this actually never happens
you would never realistically want hated as long as you have a t5 carnelian in your weapon. if you aren't able to keep aggro you are just being a body instead of attacking in opportune moments
Cool video, i got a dumb question tho, do the skill specific perks that you get on the armor pieces stack at all? Probably no but doesn't hurt to ask.
Bow doesn't really benefit from Refreshing Move, best set for Bow are: 1. Vicious (You always wanna aim for the head) 2. Keen 3. Enchanted.
does lifesteal or keenly jagged or other perks like these stacks ?
In your opinion Lifestealing on Shield is working for dmg from Sword?
Can you or anyone PLEASE explain which perks stack and which don’t?
can u stack freedom perk? or refreshing
can get crit chance on a certain shield also. Dark pheonix
Refreshing + Charge makes it so you can almost charge with great axe non stop as long as you hit full health players
Do you know of a resource that shows which perks are mutually exclusive (or what the perk groups are), e.g. adored logging luck and adored mining luck can't both be on the same item?
Dose refreshing ward stack?
When crafting gear would you recommend to guarantee a stat or perk when aiming to make something specific like a tank amulet, earring or ring. Would guaranteeing Constitution or the Health perk be more wise? would like to see your input on this
Perk always. As tank you can use con, str and dex.
Any chance you already have these listed in Excel or text format so I can easily save them?
Why not the hated perk for shield while tanking?
The Attributes of your Offhand Weapon is accounted for even if it is not your Active weapon.
The Shield Attributes does not get accounted for unless Sword is your active weapon though.
So why wouldn't the passives from the same weapon also give a bonus?
Might very well be that secondary weapon passives are not accounted for because it is easier doing balance changes with less variables^^
Amazon / Beta World sure like their laziness^^
How much time passes on your CDs between each light (or heavy attack)? The refreshing move has diminishing returns as you spam LMB for instance. I personally wouldn’t rank that as the second best weapon perk.
Really depends on the weapon. On fast weapons it's almost always worth it. For an aoe weapon like axe or hammer it proves off of every mob hit. If you are using a fire staff and always heavy hitting it's probably not worth it.
i have a question for you... its more important the gear stats or perks? Ex. you have an item with perfect perks but its tier 4 or simply the stats are 30/40/50 points lower(armor) or 5 atribute points lower.
guys do perks stack may I ask ?
Does refreshing evasion stack?
You cannot have Keen Awareness and +fire dmg for example. Try searching a ring with these 2 stats filtered, it doesnt work
I play rapier and spear here's what I recommend:
Rapier: backstab+ Crit damage+ corrupted bane or beast bane as you'll only want to kill these types as a thrust damage weapon
if you plan to solo with rapier, slot in crit rate/keen in place of backstab
Tanks will always be drawing the Argro so you should always be backstabbing
Spear: basically, the same thing.
Bleed perk is garbage as bleeds do dick all damage and aren't scaled by your crit damage which makes them deal so little damage. Why the heck would I get a perk that does 30 dmg a tick when my light attacks are doing 3-4k a crit?
Refreshing perk is useless as both rapier and spear have incredibly low cooldowns and have built in passives in their tree that reduce their cooldowns drastically
Btw don't do tondo bleed, its garbage for the same reason as above bleeds can't crit making it really bad for dps instead spec into the grace tree and use evade to constantly chain your light attacks and fleche to get behind your opponents for backstabs
video is wrong, keen awarness and for example thrust dmg cannot be on same ring, they are exlusive, you can test it at trading post while selecting perk to test what can be combined !
I've been fallling off the crit builds with how uneffective it is into all of the resilience gear going around where you basically lose damage for having crit. GA is definitely an outlier with the fact you can get a lot of extra crit damage but for rings hearty/refreshing/? Dmg% or hearty/dmg%/leeching seem to be better bets. Analysis is overall good but crit rate isn't very valuable for a lot of these things.
Crits will always do more damage that a non crit, even if the opponent has max resilient
do all perks stack on each peice of gear?
If I have keen on both weapons, does it count twice? Or just the active weapon?
Just the active one on ur hand
i dont think Keenly Jagged works like you say it does. its 7% 10 times... not equaling 70% but 7%....maybe thats just me
Rogue is much better than keen. For something like hatchet having 11% chance to hit a crit for 1.4x dmg works out to ~4.4% bonus damage. Crit multiplier must be stacked before keen is worth it.
Comment for the yt algorithm!
keen is the worst of damage perks imo, on melee weapons at least. backstab is 100% crit, thats enough to activate your passives, and this means keen provides no value when you backstab. moreover, crit damage is 120-140% depending on weapon, which means u get only +2-4%(a bit less actually, assuming you had some crit chance before) damage on average from this perk, and only when you dont backstab.
also you said nothing about enchanted, possibly the best perk for weapons where damage is mostly from light/heavy attacks - like greataxe, hatchet
You can't get crit from behind in PvE.
Itemization in in New World, is so dam boring. Everyone just runs the same gear, or as close to that as they can. There is literally no build diversity because there are so few perks, and they all do such boring things. I hate it.
Probably should have had a PvP first half and PvE second half.
rogue vicious >
leeching is beeing buffed to max 5%
Someone explain to me why crit chance is the best perk? you 100% crit when behind a mob. Is this only for pvp or what?
what about all the part time players who have a real life hard for us to know do we use our time to play or watch videos hummm
Really didn't like the background music, it put me off and made it difficult for me to listen to you.
Did he even mention enchanted? Seems like he didn’t. How can you have a best perk video and not talk about one of the best perks in the game? I was subscribed, but then unsubscribed when I realized he didn’t even mention enchanted. Appreciate the effort, but maybe a little research beforehand would be better.
I feel like you were learning about some perks while recording dude, not your best video imo...
Yeah lost a bit of credibility not mentioning enchanted. It's the best by far.
Not first :(