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Everything posted by Boeroer
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I now did another test and raised INT from 10 to 30 while wearing VotMt and while not. And it really seems that the bonus of VotMt gets taken into account (as if it were added to the base radius) when the game adds the INT bonus. Because if you have 30 INT the radius from VotMt is nearly double as if you had 10 INT. So, yeah, touché. It's not simply adding 20% to the radius as +4 INT would do. It doesn't change the base indicator but while calculating INT bonus the bonus of VotMt doesn't get added but multiplied. So basically (base+VotMt) * INT-bonus instead of (base) * INT bonus + VotMt. Also, the addition to base doesn't seem to be 20% but 10% like you said. Thanks Obsidian for the totally screwd up description. It does add around 20% if your INT is high - so maybe that's why I never noticed those shiftings.
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Then why is the inner circle of the chanter's AoE indicator (=base radius) not changing while the outer cirlce widens by 20%? It says 20% in the description, too (not that this is proof or something). I just tested it 30 seconds ago to be sure. The inner circle doesn't move. How did you test it? By adding/substracting INT while wearing it? Maybe the indicator doesn't adapt to a change of base radius.
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No it does not influence the base. It increases the radius of the chant AoE by 20% as +4 INT would do. It stacks with overseeing which das the same thing but only +10% (like +2 INT). But the chants' base radius of 4 meters is never altered. As a comparison: Sacred Immolation has a base radius of 3 meters and Carnage has 1.5 meters.
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Yes, with the Blade of the Endless Paths you would achieve 0 recovery, but not with Tidefall. Tidefall's damage is still better (and of course there's draining), but the focus gain would be better with the Blade otEP. The only other two hander with speed is Llawran's Stick - but I guess that is not what you are looking for.
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Yes, maybe useful when it comes to support, no doubt, but not very useful at tanking (at least at PoTD), which in my book not only means to survive everything the enemy has to offer, but also to bind enemies (at least melee ones) so that your backline doesn't get attacked. This doesn't work very well with a passive "supertank" who has no means of dealing damage or disables (like Overbearing Guard) because mobs will just ignore you once one or two engaged and rush your backline. It's better if you can for example knockdown two or three and kill others rather quickly while being sturdy enough to survive the heat of the front line. I mean the usual encounter on PoTD with a lot of enemeis, not boss fights.
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Two handers have the same attack speed as heavy one handers (attack animation and also recovery). Only the light one handed weapons have faster attack animation and recovery - but they also have the lowest base damage of all weapons and thus need some dmg modifiers in order to overcome DR properly. Cipher's late power Time Parasite is actually pretty cool with Two Handers because it lets you attack with very low or even zero recovery which then is the best dps option. Also some DEX helps with the longer attack animation.
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It's not great if you leave it as it is, but if you want to play a melee wizard with a ton of MIG, great crit chances and story talents for crits (Doemenel's Merciless Hand, Dungeon Delver) and also use Citzal's Martial Power (abilites like Grimoire Slam and Arcane Assault are NOT blocked by Citzal's Martial Power - same as spels from spellbinding gear) it becomes a good 1/encounter attack. That's because it has really decent base damage and thus profits a lot from dmg bonuses like from MIG and crits. I don't think it works with Savage Attack and Apprentice's Sneak Attack though, but I maybe wrong. I used it on a monkish unarmed wizard once who made heavy use of Citzal's Martial Power (because of the weird mechanics of Novice's Suffering - also used all the touch-based spells) and it was fine. Edit: quick calculation: - Base damage is 20-30 or 25 on average (like Firebrand or Concelhaut's Parasitic Staff). - with 21 starting MIG, +4 from Maegfolc Skull, + 4 from Abydon's Hammer, +8 from Martial Power you get +81% damage - with a crit + Merciless Hand + Dungeon Delver + Rabbit Fur Gloves you would get +100% damage. So Grimoire Slam would do 56,2 - 84,3 (average ~70) on a crit with a lot of fuzz. Don't know it it's worth it, but it's not that bad if you can spare the talent point (like I could).
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Daggers have the same base damage as stilettos. Instead of 3 DR bypass they have +5 accuracy which is good. Also Drawn in Spring is the best melee dps weapon and pretty awesome for a rogue. The damage mods or rogues work very well with the wounding "lash" and the wounding itself is great against high DR targets - better than mere dr bypass. I think March Steel + Drawn in Spring is a pretty good combo if you want to use dagger exclusively. Immunities aside it's also one of the best dps option for a rogue (looking at auto-attacks, excluding Backstab and Finishing Blow). Sword of Daenysis + Drawn in Spring would be a biut better I guess, but still... But in the end it doesn't matter much if you pick stilettos or daggers. The differences are marginal. Ther are more unique stilettos earlier so maybe that's more interesting.
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Extending the duration by 50% is even better then just adding +50% base damage. Dragon Thrashed overlap with a more conservative stat spread (25 INT) at lvl 16: With 30 INT they would overlap completely, stacking 3 instances all the time. Crits would allow for 4 instances to overlap (for some time). Remember that one handed weapon usage also works with Dragon Thrashed, giving it +12 ACC (one handed style's crit conversion doesn't apply). As I already showed in another thread the AoE of Dragon Thrashed is a lot bigger than most other AoE attacks. Here Dragon Thrashed compared to carnage (both with 25 INT, barb is standing lower right with the spear, targeting the chanter, the reddish circles is carnage base and extended AoE, the yellows are Dragon Thrashed - or any phrase basically): But of course one has to remember that carnage originates from an enemy and Dragon Thrashed from the chanter.
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Does it go away when you change weapon set after the enemies reflipped? Good tip. That's the thing with all passive buffs you apply on charmed/dominated foes: they don't go away after the enemies flip back. It's the worst thing with Take the Hit, but the Zealous Auras or herald also have this issue. The best solution would that charmed/dominated enemies don't profit from buffs at all. I mean you can't use things like Ectopsychic Echo or Amplifies Wave on them - so why do they get your buffs? That's neither fish nor fowl.