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Kaylon

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Everything posted by Kaylon

  1. While on paper dual sabres do slightly more damage than an arquebus (average 30 base dmg for arquebus vs 2x16 base damage for sabres) once you start hiting heavy armored enemies the sabres will fall behind because the DR counts twice.
  2. The Redeemer is very strong but you need good accuracy because it procs only on hits/crits. It's simply a godsend against all the animats with high DR/endurance.
  3. you are totally right it works like that. BUT the thing is : if an action is very long (cast a slow spell, attack with 3 DEX) you can get hit by a lot of attacks and every attack have a chance to interrupt you, and this is very bad since you can't ever "complete" the action, resulting is some kind of perma-stun. INSTEAD, if you have "fast" action (cast a fast spell, attack with high dex) the chances to get hit between the start and the end of the action are very low, so you can complete the action and start another. Or to be more clear: if you are interrupted at the 75% of a cast, after the inerrupt time wear off, you don't continue the cast from the 75%, but have to restart from 0%. So all the time spended tryng to cast something is totally wasted. With fast casts or fast attacks is very rare to be interrupted in the middle of the action, so you don't "waste" time, you are just slowed down for the interrupt time That's not how interrupts work. Each time you're "interrupted" you have the delay of the interrupt added to your recovery time. ok but the result is that when you are surrounded somehow you can still spam torment reach with success, while is actually impossible (for me at least) to evocate the twins. And if you get interrupted "too much" (i still have not understand clearly the rule) you "forget" the action you were doing es: i try to evocate twins. I get surrounded in the meantime and get interrupted several times. For 2-3 times the "evocation animation" restart every time, after more hits when an interrrpution expires my char have only dots upon the head and don't even try anymore to perform the action. With wizard sometime i also "lose the spell", the game considered it like "casted" while it was not casted at all, just interrupted. I'm sorry to answer to you in this trivial and experience based only way, since your post are every time of high quality and contain very precise math (i'm your fan) Well, that's something different... Don't know why you "forget" to drink potions, use scrolls or other actions - sometimes bugs, or maybe if an action can't be completed in a given time it will be canceled. However interrupts work the way I described it - try to hit someone with a long interruption weapon and you'll see how their recovery bar becomes longer oe how a short recovery bar appears if they don't have one. It's even possible to make a character who keeps enemies in perma recovery because their recovery bar will never deplete.
  4. Ambush means 25% dmg when you attack from stealth or during the first 2s of the combat.
  5. you are totally right it works like that. BUT the thing is : if an action is very long (cast a slow spell, attack with 3 DEX) you can get hit by a lot of attacks and every attack have a chance to interrupt you, and this is very bad since you can't ever "complete" the action, resulting is some kind of perma-stun. INSTEAD, if you have "fast" action (cast a fast spell, attack with high dex) the chances to get hit between the start and the end of the action are very low, so you can complete the action and start another. Or to be more clear: if you are interrupted at the 75% of a cast, after the inerrupt time wear off, you don't continue the cast from the 75%, but have to restart from 0%. So all the time spended tryng to cast something is totally wasted. With fast casts or fast attacks is very rare to be interrupted in the middle of the action, so you don't "waste" time, you are just slowed down for the interrupt time That's not how interrupts work. Each time you're "interrupted" you have the delay of the interrupt added to your recovery time.
  6. What difficulty will you pick? Do you plan to finish all content or not? Tough fights will be 1vs1 because you'll never be able to fight more than one of the tough guys at a time. To pick the best weapon you have to think what will you do when carnage will be useless and when procs will be resisted or heavily reduced by DR, etc. This game punishes offensive solo play and the best investment are your defenses or... avoid being hit. For the first half of the game the best weapons are the ones with endurace drain. But most of the time you'll have to change the weapon depending of the enemy you face... The best weapon overall is still Drawn in Spring, but it's not easy to get.
  7. Maybe you don't look at the right place... It's near the place with the white bears.
  8. Well, I did a few tests by myself and it seems they increase only your minimum damage by 25% (like fighter's Confident Aim) - don't know if it's intended or not, but it might explain the strange wording.
  9. Rangers can do it with 1h weapons and shield and can reduce the recovery of 2h to to 10% with the right items/enchantments.
  10. It's something like attack - delay - recovery - delay - reload - delay - attack... The icons aren't true indicators.
  11. Yes, the auras always work for paladins even while petrified. The nice thing about withdraw is it also prevents the paladin from taking damage from Sacred Immolation.
  12. That's because between each action (ie attack, recovery, reload) you have 4-5 hard frames and it's hard to say when each animation starts and when it ends (save for the recovery where you have the bar). So you probabably counted the hard frames before and after the reload which explains your diferences.
  13. But that is an exceptional case when pally is an PC. Typical pally will have 4/8 + 2/3 + 3/6 = +9/17. Am i right? BTW: A fighter with Vigorous Defense will have more in 'other defenses' than pally and WAY more deflection. You're right, the npc paladin will have 9/17 with deep faith. The fighter starts just with higher deflection. In the end the npc paladin will finish with -1def/+17for/ref/will compared to a fighter with the same stats.
  14. Thank you. Can you explain what "25% of damage range guaranteed" means? It means your min damage will be 25% instead of 20%?
  15. F&C caps at +8/+17. With Deep Faith it becomes +10/+20. Overall a +3/+7 nerf to the paladin defenses. Still has the best defenses in the game and with the new soulbound armor he's even stronger...
  16. Previously you had +13def/+27for/ref/will with Deep Faith. Now you have +10def/+20for/ref/will with Deep Faith. With maxed F&C+DF the paladin will have the same deflection as a fighter and +20 to the other defenses.
  17. Is there a way to fix it? Or I'm screwed and I have to fight only enemies with 200def?
  18. I don't know however what happens if you have a durgan enchanted shield with Bash. Maybe the speed will be applied only to the bash attack...
  19. The knives have 15-20 base damage which is higher than 2h damage. You lose only the enchantment bonuses but all other melee bonuses still apply. Rogues can deal 50dmg/hit with deathblows, while a barb can deal 25-30dmg/hit to multiple enemies very fast, no matter what DR they have.
  20. Yes, the bonus on the shield is considered a speed buff and it helps attacking faster even if you have no recovery penalty from armor.
  21. Are these defenses/damage considered normal for a simple soldier?
  22. I was talking about perma 0% recovery (ie no potions/buffs). Of course, if you have alacrity speed on weapons isn't required.
  23. If you want perma 0% recovery and more DR you'll need also speed on weapon. And I believe Devil can't use potions,food, drugs...
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