
Dr <3
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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
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So i read sometimes ago somewhere that someone used whisper of treason + charming item ( psichic spiral, munarca arret) on a pala, because sworn enemy added +15 accuracy and helped hit or crit with charm. I tester it also with oter char ( solo ): - overall: apparently worked with wood Elf racial/ +5 acc talent for distante enemies, but not both togheter (you get only +5 acc for foes >5m, not 10, conveniently the charm range is 7m) ranger: + it gains bonus from the infiltrator bound ( +10 acc when attacking same target of animali companion) + You have an animal companion for tanking + Twinned arrows and stun shot and guided flight make a very good combo, with sabra marie lot of people get confused - twin arrow suppress gallant focus - you are very fragile - everytime you confuse someone and he become "friendly", both ranger and companion stop attacking. This is a Very bad thing because if you hit charmed enemies the charm effect disappear, while hitting confused ones don't change confuse status, so you basically get free hits. Very micro-intensive Rogue + reckless assalult WORK with charm and work togheter with gallant focus, giving +12 accuracy togheter + Shadowing beyond is a great escaping tool + Some attacks can inflict weakened status that gives -20 to will, so is like +20 more acc for us - same as ranger To do: test if dirty fighting works with charm too ( i suppose yes )