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Kaylon

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Everything posted by Kaylon

  1. 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...
  2. 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.
  3. 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.
  4. 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.
  5. Vicious and Coordinating apply only to the weapon itself.
  6. I tested again and Persistent Distraction doesn't allow Deathblows.
  7. Most targeted direct damage spells (ie not aoe, cc, dots) are considered melee/ranged attacks and are even affected by melee/ranged DR penetration talents.
  8. With twinned arrows and driving flight you can hit 4 times per attack and each hit has 10% chance to proc returning storm which is an AoE spell.
  9. If you have twinned arrows and driving flight then it hits 4 times.
  10. Well, if these rules and combinations mentioned above are just random set of effects... Question and the issue which You raised in subject is: what is really intended effect for retaliations effects from diffrence sources? Should they all work simultaneously,just some of them or suprress each other? Different effects should stack (Irritating, Binding and Retaliation are obviously different) - thus my question. Then you come telling that stacking retalion is random, giving a bad example. In fact the rules are simple: - the same effect doesn't stack if it comes from armor parts (ie anything but the weapon slots) - only one is active and the others are suppressed - passive abilities and enchantments from weapons/shields stack with everything else So retaliation from Garodh's Chorus, Coat of Ill Paiement or Hiro's Mantle won't stack with each other and only one will remain active. But the retaliation from Sura's Supper Plate will not be suppressed and will stack with the one from the armor.
  11. Well, your answer has nothing to do with my question. PS. And by the way the retaliation from battle-forged stacks with retaliation from hiro's mantle...
  12. Unless something changed distracted doesn't allow sneak attack/deathblows.
  13. Personally I like to give it to a paladin with Worn Buckler. Sunlance with high might and Scion of Flame is devastating and it has 15% chance to proc which isn't too bad. Zealous Focus and One Handed Style help you reduce grazes and the proc will be even more consistent.
  14. Yes, that's what I said - it's affected by healing (mig) and duration (int) bonuses...
  15. It affects all ranged single target spells. Not sure if it affects also dots like Cleansing Flame. And Vulnerable Attack is affecting melee spells like Jolting Touch.
  16. It can be triggered by any attack (melee, ranged, spells, cc, auras) that hits/crits you.
  17. And also because it's 50% of the damage before DR - if you hit for 20 and they have 15DR they will take 5dmg and will heal for 10 which is increased further by their healing and duration bonuses...
  18. In my game [3.02] Combusting Wounds does nothing at all.
  19. The paladin has also 3 lashes. As long as they're from different sources they're calculated separately, it doesn't matter if they do the same type of damage.
  20. I don't understand from where you get your numbers. You have (50%FoD+25%talent+25%weapon)*1.2=120% If you do 50 physical dmg then you'll do another 60 elemental damage before DR - ie 110dmg overall.
  21. The damage boost for the weapon is the same as if you were using Savage Attack - for a sabre it's 3.2 more dmg on average and the lashes will do also 0.6 more dmg - for less than 4 dmg gain overall...
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