Sakurai the Cursed
I'm not sure why everyone seems to think that Int + Str is best for non-DoT offense; they're all very similar, but on average Str + Luk is better than Int + Luk which is better than Str + Int. At least at level 85, here's a rundown:
Using 270 Int and/or Str and 220 Luk (the amounts I have with my build, which was already full Int + Luk before this update), 94 average weapon damage (just because that's what the DSoEs are), and 73 crit from items (not counting Luk from items, which brings it up to 75 + 5 base = 80):
Int + Str: 94 damage from weapons + 27 from Str/Int + 15 from Str's new effect = 136 base damage, with a 40% chance to crit at 202% damage. That makes the average damage, not accounting for crit-increasing skills, (136 x (1 + 0.4 x 1.02)) = 191.488
Int + Luk: 94 damage from weapons + 27 from Int + 4 from Str's new effect (with the 70 Str from items) = 125 base damage, with a 55% chance to crit at 202% damage. That makes the average damage (125 x (1 + 0.55 x 1.02)) = 195.125
Str + Luk: 94 damage from weapons + 27 from Str + 15 from Str's new effect = 136 base damage, with a 55% chance to crit at 182% damage (with the 70 Int from items). That makes the average damage (136 x (1 + 0.55 x 0.82)) = 197.336
Even if you add in, say, a 10% crit buff like MSW has, the hierarchy is still the same: 205.36 < 207.845 < 208.488
And on crit-focused classes like Cryptic which you may think would benefit more from having higher base damage, due to their higher crit damage the difference is actually more pronounced, in the same order.
Of course, guaranteed crits will obviously do the most damage with Str + Int, and if that's your main form of offense, say if your class' go-to farming skill is a guaranteed crit, like SWoT for example, then you may want to optimize for that. The chance that it will let you kill an enemy in 1 skill that you otherwise couldn't seems rather small with a difference of only ~9-10% damage, but it's the only situation where offensively Str + Int is better; certainly it's not going to overcome non-guaranteed crits in a more extended battle.
But since they're all somewhat similar overall offensively, it probably makes more sense to choose based on the secondary effects you want. Bonus is largely useless because the only time you're going to need extra, the amount you get from Int isn't going to help much; enemies tend to either be low enough that the base of ~70 is plenty or challenges that are high enough that you need to use bonus buffs and/or some outside mechanic anyway. There are really only a couple fights I can see it being useful in, but even then I think it's outshined by the Immobility resist of Str and especially by the MPM of Luk.
However, since I'm not going to farm melee weapons to replace all my staves, I'm just gonna stick with Int + Luk unless I need to use a DoT class or Ranger. :P
Which, by the way, is the only issue I have with this. It incentivizes build diversity, but when half the effect of the damage stats is still exclusive to specific weapon types, build diversity is extremely disincentivized, even for one such as me who has a bunch of extra inventory slots and lots of scythes. If I want to use a DoT class properly then never mind the expense of re-training my stats, I'd have to farm up a bunch of daggers just for that. And I'm not gonna (please ignore that I currently have the top level of all 3 destiny weapons... x.x). I suppose you can get around this by simply never untraining your primary damage stat (Int, in my case), but then doesn't that somewhat defeat the purpose of promoting diversity?
< Message edited by Sakurai the Cursed -- 4/30/2018 23:39:28 >