Dr <3
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During my trials to kill llengrath i tried also the shielding chant and the +20 accuracy vs beast chant, but the results were inferior to simply chain swift Wind + +10fort,+10 will chant. This for 2 reasons: the phrase building was much slower and doesn't allow for 7 night anymore, and the fact that the phrase is so long actually is like "disable" the effect of the +10 fort, +10 will chant, that is much needed... The effect in itself is quite strong indeed. Another thing: i have also thought for sure that a wild Orlan Would have been the best race for this, but after seeing how the large majority of dragon attacks are prone-based or stun-based i'm wondering if a costal amanua (for his +20 def to stun & prone) can actually performance better and give you better utility game-long, since they are by far the most common disable ( warrior's, monks, most mobs with cc have prone)
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Ok boeroer had the right idea: with the "courage" lvl 1 chant + swift Wind of death ( wengridth chant for +10 reflex was eliminated because llengrath potion suppress it) i was able to chain the two +5 stats invocation AND a seven nights ( doing really good dmg) before the other 2 expires. After some trials i was able to defeat llengrat in solo potd tanking both dragons ( no running around, i tanked them like in kylon video), so i'm confident i can try my run now. Btw boeroer was wrong about beign wrong: the +5 stats invocation gives you +5 to all attribuite when chained, so for example +5 str and +5 const --> +10 x 2 fortitude --> +20 fortitude. So yes, you can actually buff yourself +20 in every defence apart from deflecion. This was also changed in the last pach, before Chanter invocation had no effect on self. Thanks to everyone as usual for good idea and inspirations
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I'm looking the number: paladin's faith&conviction gives + Deep faith gives you +13 to deflecion, +27 to other def, that is clearly a lot. On the other hand, a "tanky" Chanter that chains the fist 1 lvl chant can have steady +10 to all defences exept deflecion, and starts with base +5 deflection. So paladin can have at max +8 deflection and +17 to all other def, but the Chanter on the other way can spam massive Ice aoe DMG or call ogres in support, so i think they are pretty even. I soloed the game quite easily with a Chanter at normal, the thing that bother me most are the dragon fights, the game itself will not be much a trouble ( in comparison my bare handed barb is doing everything fine up to now). Oh and with the Chanter i don't have to double check every dialog choice for bad disposizione, that is a huge plus
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Before start i'm in doubt between paladin and Priest. For paladin the idea could be to go max tank ( wild Orlan, High resolve and so on) and slowly grind all game. At lvl 13 respect for more int to put sacred immolation at good use. For Priest the plan could be to go for something like the fire Priest of maxquest, not sure if ethoas or berath ( his sigil do corrode dmg and maybe is more useful against the dragonns? ) Paladin feels like the most stable route, i have just fear that the game could become overwhelming boring, Priest on the other hand gives you more potions but is a bit fragile, i have fear to lost him in a breath ( of dragon... )
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Sorry, actually i'm biased since i play mostly solo, so i'm used to eat something before most battles... At least drink, since +2 dr is quite powerful from beginning to the end of the game.. I agree that in a team is quite boring to do, but other than that Would have been much better if they stacked I go always for +6 accuracy aura, that is the reason i never noticed this before...
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Update 3: is defenetly some kind of bug, sometimes against very High dr foes it just decide to apply a very High "min" dmg, wich i think is due something like : the base dmg of fist get the dr reducuction, the bonus dmg from novice suffering get applied after for some reason. Just it appear very randomly and rarely, is easy to spot because 15 dmg instead of the 4 expected always cach attention...
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Another discovery: apparently the dmg bonus from novice suffering get applied after the game determinate the "minimum damage": for example i did 19 dmg to a amanita with 14 crush dr ( without -dr bonus from my side), i still get a wonderfully 13 dmg applied ( that the game considerate as minimum damage possible ). So the new thing is that for very High dr foes even vulnerable attack may not be worth, i wonder if it is worth at all in this build... Someone have an idea about how to calculate the dr above is better to just swich off vulnerable attack, since also with -5 dr we are doing MIN dmg anyway? So many strange things...
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Up to now is going Pretty good, i'm in the middle of act 2. I'm alternating the armor that gives 3 sun's ray/ day and osric plate, fulvano amulet, blunting belt, +2 int hat, shood of faith. Now lvl 8 and have to decide if build more "stable" with hard skin + gallant focus or more aggro with barbaric blow + bloodlust-thirst ( the one that give 0 recovery after a kill)
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Yes, same thing i just noted in my old monk. They do more dmg than a normal fast weapon, so maybe savage attack is not supergood but good enough. And crits are not super powerful too but have some sense. The whole problem is the crappy base dmg of non monk char, 5-8 is ridicusly low. novice suffering would have been much better if it somehow could modify base dmg of punches, instead giving the straight plus bonus. On the other hand maybe there is some way to exploit it...
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I have not played monk last pach, but i'm quite sure his punches are handled differently... The monk actually "change weapon" with lvl up, i mean you get a new couple of " base " fists with better stats. Novice suffering instead gives you a straight additive bonus to your " base" punches, wich will remains always the (crappy) same.The + xx% dmg boosts usually are calculated from the base stats of a weapon, for the monk they change, for novice suffering not. One of the most op thinghs about the monk is that he have the better base dmg weapon in the game ( end game fists) and the better lash effects at the same time ( turning weel, up to 20% raw lash from gloves, lighting lash, ... ) And can still go for savage attack to, wich is huge for them. Oh yes and all this in an aoe cone thanks to torment reach! Edit: Ninja boeroer stikes again :D. Speaking of lash and flames i liked your burning paladin build, you should copy paste it in a new thread so we can add it to the build list properly
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Awesome of course is also more powerful as i thought, since every hit is basically a "full" hit ( no grazes ), unless you miss you get always yours 30 dmg ( more or less). And in potd you will not do much crits anyway, normally my main crit source is just the hit to crit conversion from good old durgan... But you have a good idea... If at some point i will not be able to progress further i will roll kana or someone for fire lash + health drain, this will be a major power up. Up to now i just miss the turning weel, that apart is like a monk with lower management ( no torment reach spam)
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I'm toying with a new barbarian build, this time my mais will be a pissed off brawler who use only his punches. Up to now novice suffering seem to work very well, i just want to point 2 things for who is not aware: 1) the dmg bonus due novice suffering get boosted from might but not from anything else ( es: savage attack give you +20% dmg only at the "base" Punch dmg (5-8 ), not at the novice suffering boost ( +15 at higher lvls). So vulnerabile attack, ryona vambrace are cool, vulnerable attach no. 2) also CRIT AND GRAZE works only at the base dmg and not at the boost. This means that your dmg output is pretty stable, since the "core" off the dmg get no bonus no malus ( and do +50% or -50% of a 5-8 dmg is laughtable). So as the game go on you can retrain for less per , is also good to skip all the crit multiply bonus since they are quite useless. Have fun