Item stats' effect, subjective usefulness and what the numbers actually mean: some
of these stat bonuses are straight forward but others are ambiguous to
say the least and they use these +100 scales and stuff instead of clear
flat numbers.
-%Xp/%Coin: I think both of these are pretty good and
efficient. If you're grinding xp these small percentages and the max set
bonus really start adding up. And stacking the coin percentages maybe
even with the topgolf loss mitigation set bonus skyrockets your coin
gains allowing you to be in credit even with a negative win % where usually you'd need a 55.5%+ winrate
(due to wgt's "cut" in coin rooms). What doesn't make any sense is why
the shoes are swapped.. generally Max is the xp apparel with xp set
bonus, TopGolf is the coin apparel with coin set bonus but for some
reason they either messed up with the shoes or swapped the stats on
purpose which makes keeping the set bonus just awkward.
BUT for a lot of players including myself these hold absolutely no
value, like actually meaningless... if you're lvl102+ you probably don't
care about xp farming and unless you're getting started with building
up your coins you don't need any multipliers because they're a resource
with no value. As I said a 56% winrate is already enough to keep you in
the green, and I don't wanna hoard even more coins for no reason. So I
dunno, I just ignore these 2 when I look at apparel.
-Distance: In terms of usefulness this one is pretty clear but
these 100 scales are a bit weird.. As far as I can tell every point
represents a bit over 0.089% so for instance for the 291yd titleist: .089/100 * 291 = ~.26 per point
* 100 points= 26 , 26+291=317. Can someone out there confirm that the
291yd Titleist driver with a maxed out epic swing edge hat reads 317yd
for distance? Hard to imagine someone managed to get the epic hat to 10
but maybe..
Assuming this is correct you could reach an almost +9% distance at
+100 and if we go by the rule of thumb for pro shop balls' distance
rating of 1 dot = ~1%.. you're looking at 5-6% distance for some of the
premium balls. Which means this apparel is pretty damn good in terms of
the stat's "credit value". Obviously it only works on specific game modes, but still.
Personally I think both driver and 3 wood distance are best in class
for hats and tops respectively. Forgiveness, meter speed etc.. can
improve your game sure, but these are literally strokes gained from the
back tees. Keep in mind the SE hat gains Rough PWR in the rare tier and
the 3w distance top (M/SE) has Iron Spin built in, both of those can
mess with your game.. especially if you have your stuff neatly mapped
and whatnot, I play yolo style so I don't mind too much.
Irons and wedges distance are a different story, big scoring clubs
don't wanna screw them more than we have to. Never tested iron distance
since it's in the top section so it's competing with 3w distance. Wedge
distance can be grabbed but I find it awkward and unnecessary.