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moonwalk

Initiates
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  1. Enchanting the Saint's War Armor with the "Fine" quality causes it to lose all its pierce resistance, even the natural pierce DR that scale armor is supposed to come with. It correctly gains 2 DR and 2 Slashing and Freeze DR, but does not display having pierce resist at all. The +3 Pierce bonus displays on the character's detailed information screen alongside the +2 bonus from Fine, but the stat overview on the inventory/paperdoll screen does not show him as having any Pierce DR. I also tried attacking the party member in question using a pierce weapon before and after the enchant to see if this may simply be a tooltip/display error, but the results were unclear - the damage differences between wearing the normal Saint's War Armor, after enchanting it to Fine, and after putting on a leather armor with no natural pierce DR, were all so slight that any changes could have just been natural damage variance. IMAGES Saint's War Armor before enchanting: Saint's War Armor after enchanting (and compared with ordinary Scale Mail):
  2. I rolled a new rogue recently and was very regularly seeing him hit enemies for 40+ at level 1 using The Disappointer. But that was pretty much always on the opening shot of combat, taking advantage of Sneak Attack and the 1.25x damage boost from Crippling Strike, and of course he was very slow and fairly inaccurate while doing it.
  3. I'm specifically looking at the spell Infuse With Vital Essence, but it would also be nice to know the answer generally speaking. Infuse provides 50 bonus health and 50 bonus endurance for a reasonable duration, and my hope is that it'd be a useful sort of panic button for keeping my party's wizard alive in case he happens to get engaged by troublesome enemies like Shades and Phantoms. But I'm playing on Hard and often find myself running my party to the limits of their health pool, and unfortunately the game seems to offer no explanation for what happens after that temporary health or endurance expires. When temporary health goes away, is it tracked and subtracted as a separate pool from normal health, is it simply subtracted off of the top of the character's total health pool, or is it subtracted from whatever health the character has remaining? If it's the latter: Can a character die due to losing temporary health, if they had less remaining than what the spell gave them? Or would they survive with a bare minimum of 1? When a character with just temporary endurance is damaged, do they also lose real health from their non-temporary health pool? When a character loses temporary endurance due to an endurance buff expiring, does that lost endurance also have an effect on their non-temporary health? (I would hope not, as that would be a fairly broken implementation) Or for the more mathematical way of putting it: Wizard has taken a lot of damage and has 30/50 Endurance and 30/150 Health remaining. He casts Infuse With Vital Essence, bringing him up to 80/100 (or 80/50?) Endurance and 80/200 (or 80/150?) health. What is his resulting end/health if..... -The effect expires without the wizard taking any more damage? -The effect expires after taking only 10 damage? -The effect expires after taking 70 damage? All of these answers seem fairly important to practical use of temporary health or endurance buffs, and it really surprised me to see that relevant spell descriptions don't even hint at an answer. And I didn't see anyone wondering the same thing on a google search of the subject, nor was it obviously mentioned in the in-game Cyclopedia. I'd appreciate any responses from those who might know.
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