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voad1

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Everything posted by voad1

  1. Even if this were true, it fails to factor in that Torment's Reach spam = ridiculous amounts of damage. Any monk can easily do this. So +50% dmg per hit is ridiculous amount of damage? +50% dmg per hit is on par with a crit, so yes, it is ridiculous amounts of damage when you have a class "critting" every half a second. Lol rogue has as much with normal attacks and doesnt require to get hit... Actually its more because rogue bonus apply before armor and monks after. Barb has +50% dps just from bloodlust and blooded. When you add frenzy it becomes 1.25*1.2*1.33*1.18=135% bonus dps. When you add +20% from unbugged OSA it is now 182% bonus. If you add +25% weapon enchant then barb will have 253% bonus dps!!! There are also enchants with 20% bonus attack speed so it gives us total 324% bonus dps!!! How can you compare your 50% (which is exaggeration because you cant spam it whole fight on every aa) to barbs 324%? And dont forget that barb has also abilities which boost that damage even more like barbarian blow. And yes, barb will crit much more often because of how easy it is to apply weakened stance which translates to +20 acc for barb and another +10 from sickened (threatening presence) which gives barb 25 accuracy advantage over monk. About threatening presence. The majority of creature in game have over 10 fortitude vs accuracy. And sickened according to in game description only lowers fortitude by 10. Threatening presence is the only barb ability that lowers fortitude. So with threatening presence and brute force you are still attacking vs deflection the majority of the time. Not sure vs kith enemies since they dont appear in beastiary. Also there are plenty creatures with + 20 more fort than deflect. It would only help greatly vs shades. Which have much higher deflection than fortitude. This is all from in game descriptions Btw. I think those 2 abilities are a waste. Unless of course the in game descriptions are way off.
  2. I think you could maybe find out by checking your character sheet and see if it gets surpressed. Unless that sheet is possibly inaccurate. I think it applies to just that weapon though. Just like how when dual wielding you have 2 seperate accuracy.
  3. Looking for either named stilletos or sabres with draining effect. Also, leadspitter is probably the best blunderbus in game right?
  4. I kind of like the stronghold. Just rebuilding it is nice because it gives it a sense of ownership. It feels good going back to a home base and it provides extra encounter and extra loot. Defending the base was pretty cool and one of the sellswords there was a good challenge. The bounties are great too.
  5. How do you get these rewards? I send party members out and it says I get these rewards but I've never once found anything in my inventory or stash.
  6. I have been looking for that cape for a while. I have been doing things specifically to try and get any retaliate item at all and have had no luck. Can't finish first round bounties to get to second round bounties because the last bounty is in an area I don't have unlocked yet some how. Can't get to twin elms for Pallengina's(sp) quest where you can get sanguine armor. Can't get to the area were you are supposed to be able to get the shield. Just no luck at all. Upgraded everything I possibly can in the strong hold and no merchant has any cape. I've rested and rested and checked and no cape.
  7. So does this mean duel wielding sabres or stilletos would be the way to go? Especially for a barbarian taking one stands alone? Then would vulnerable attack be something you want to stay away from? How improtant is accuracy? Is a weapon focus worth taking or should everyone just go for damage increasing talents and I guess the attack speed increase for dual wielding? Also, should one dump might for dex? Say leave might 10 on a character, max dex and invest the rest elsewhere? Or should might still be maxed? And what armor is ideal? Heavier armor has more of an effect on dual wielding dps?
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