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Kaylon

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Everything posted by Kaylon

  1. Gallant's Focus stacks with Reckless Assault while Savage Attack doesn't. Also ranger's modals are considered in the aura category (even if they affect only the ranger) and can't coexist with Gallant's Focus. There are things that don't make sense...
  2. It works however the effect activates only during combat - just make sure there are no allies near you. The damage range of all weapons is 50% (max dmg is 150% of min dmg) and with Solitary it becomes 25% (basically your min damage is increased by 25%)
  3. Yes, the rule is to pick any available weapon (without stripping it of original enchantments) and apply any enchantment you want (in the limit of the enchantments slots). We could extend it, like for the soulbound items, to 5 enchantments at most, but without the 14 slots limit. PS. I suppose your cc weapon is for a wizard with blast. Wouldn't be a barb with carnage better for that?
  4. Int affects only the length of the dot, not its overall damage. With 3int you'll do X damage over 3s and with 18int you'll do X damage over 7s. If you do for example 10 wounding damage, with 3int you'll see 2 ticks doing 5dmg and with 18int will be 3 ticks doing 3-3-4dmg.
  5. If all enchantments would be available how would you enchant your items? Here's my custom dps weapon (I tried to limit myself to the 14 enchantment slots)
  6. Yes, shields have a hidden accuracy bonus probably because they can't be enchanted like weapons.
  7. I think you were under the influence of zealous focus and when you moved out of its range your accuracy droped by 6.
  8. You can do a TCS with any class if you skip the hard encounters. The discussion however was about defense. WM2 bounties are a good test to verify if a spec works.
  9. If your strategy would work then rogues, barbarians and monks would breeze solo in potd - which isn't really the case.
  10. Uh, how does Fighter compete with Faith and Conviction? Vigorous Defense temporarily is all I can see that could bring them over Paladin defenses but it's not long enough duration for solo. Check the date. In May of 2015, there was a legitimate debate on the topic. Well, the situation hasn't changed very much defensively. The fighter lost +5 all defenses with the nerf of Wary Defender while the paladin lost +7 all defenses with the nerfs of Faith and Conviction.
  11. Each times an enemy affected by combusting wounds is hit he will take also 5 burn dmg. Combusting wounds does not damage by itself.
  12. It does stack. It's very easy to test - just hit one of your companions. Note the initial health, hit him as much as you want, add all the damage from the logs (physical and raw) and if you check his final health you'll see nothing was lost...
  13. I know about two people who did the Ultimate achievement - one with a paladin and the other with a chanter. In fact you can solve 90% of the quests (maybe even more) in a pacifist way - either through dialogue, either using stealth and sometimes you can even let enemies kill themselves (kiths are aggroed by other monsters if they come close enough to each other). Also a big part of the unavoidable encounters can be solved using hit and run. Some of the encounters where you can't hit and run become easy if your level is high enough. For the hardest fights you have to tank, use figurines, confusion... but I think all classes can beat them with some creativity.
  14. Any class can reach defiant bay using stealth and without fighting. You don't even have to kill Maerwald by yourself.
  15. Yes, a rogue can even stack weapon wounding, deep wounds, runner's wounding shot and venom strike - which become even more impressive when coupled with combusting wounds (when it will work again...).
  16. You don't need high might to make it work, but the wounding part is even more effective with high might. The wounding basically adds 25% of your total damage (like a lash) in raw dmg and because it's a DOT it's increased again by might. For someone with 20mig the wounding becomes 33% more raw damage which, combined with the speed of a dagger, beats easily all weapons under normal conditions. Also the dagger gives +9 accuracy compared to sabres which means more criticals and less grazes.
  17. The recovery part stacks (but Sure Handed is additive with the rest) because they're different kind of speeds (one affects both melee and ranged while the other affects only ranged). However the reload buffs don't stack.
  18. It's only 25% chance and Steadfast has to deal the killing blow, for 30% more dmg... For me it's one of the worst procs. Steadfast is however very good on tanky paladins: - paladins can reduce grazes by picking single weapon style and zealous focus (which means an effective 10% chance to proc) - it benefits from scion of flame - it adds more defense Pallegina can deal 100dmg with it - that's like dealing 10 more dmg with each hit (a lash, on average, adds like 5-6 more dmg). The proc is also very strong because it uses weapon's accuracy and it adds another +10 bonus to it - which means mostly hits and crits. Of course it's far from the best dps weapons but you can't have everything superb and durganized and from that perspective it earns easily its place on a npc.
  19. Dire blessing, critical focus and merciless gaze don't stack - they're considered buffs. You can reach however 100% with bloody slaughter against low endurance enemies (under 5% end).
  20. The security is affecting only 2 things: - how much money you lose to bandits each month - what chances to escape have the people from your dungeons The prestige is affecting bad/good events: - possibly how often the keep is attacked (the attacks seem to stop anyway after a while) - how often you have good/bad visitors - possibly how often you get stronghold quests Hirelings help increasing security/prestige and also help you while you defend your keep manually. They will never kill attackers by themselves and the keep security doesn't affect the outcome. If you don't solve attacks manually you lose money - that's how it works...
  21. Spirit of Decay doesn't increase the base damage of Bittercut, it just adds 20% more damage like all other bonuses - it's like Savage Attack without penalty. If you want the best dps weapon then you should look for Wounding>>Lash>Speed>Annihilation in that order. Also if you plan to DW (or use potions of alacrity) it's possible to reach 0% recovery just with durgan enchanted weapons, gauntlets of swiftness, two weapons talent and durgan enchanted robes - thus you can let speed out of the picture (unless you plan to use a shield or a heavier armor). Soulbound weapons have 3 issues: - proc chance is very low (even vs enemies with medium defense) - procs can be resisted - they lack other good dps enchantments (durgan, lashes, etc) which basically eliminate them from the high dps tier. Barbarians however can put them to better use because of their multiple hits. And finally, base damage is just as important as base speed - it's nice to see big hits, but other weapons can compensate their lower damage with their speed. Drawn in Spring, for example, in the hands of a character with high might, will beat all the weapons mentioned in this thread in 90% of the situations.
  22. Then the base recovery is attack/0.6 and if you DW then the recovery is cut in half and becomes attack/1.2. In terms of frames att/rec we have: 20/33 for fast melee weapons 30/50 for slow melee weapons and fast ranged weapons 45/75 for slow ranged weapons and to that you have to add 7-8 frames per cycle from the inter-actions delays. But we still need info about reloading which was always the hardest part to define.
  23. The max bonus you can have for mechanics is +8 (+2 gloves, +2 resting, +1 salty mast, +3 scrolls) and for opening locks you can also use lockpicks which add another +2. But if you have a party just max mechanics on one of your party members and don't bother anymore.
  24. Vicious and Coordinating apply only to the weapon itself.
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