Konst
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@Boeroer It is not just "good ratio of crits" it's too big ratio of crits (kind of 7000 crits from 6000 hits, yes more than 110%), so my proposition is: - In-game statistic counts "hits" as the amount of starting attack that ended successfully (without subsequent attacks from Swift Flurry and Heartbeat Drumming). No more than 1 hit for every attack. - But it counts "crits" as the total number of critical hits (including crits from subsequent attacks from Flurry and Heartbeat Drumming). So 1 starting attack with 3 subsequent crits will be counted as "crits" thrice. It is proven by the screenshoot below. BTW (it was 3.0 game version) 1-handed brawler works better than dual-weilding. 4 almost equal browlers fired at exactly the same timestamp: - single-handed spear "stalker's patience" - 162_000 dmg - single-handed son&moon - 176_000 dmg - dual-weilding flails (sungrazer + keeper of the flame) - 136_000 dmg - dual-weilding daggers (Pukestabber + Marux ... + drunkar's regreat) - 144_000 dmg. I suggest, that it could be explained kind of: - for squashy targets 1-handed brawler have big amount of sub-sequent attacks, - for good-deflection targets 1-handed at least as good as DW because when you barely hit deflection - each attack point have enormous effect: "attack = deflection - 98" twice as good as "attack = deflecton - 99" - and only for medium-hard enemies (such as you often gaze, but rarly hit) dual-weilding is better than one-handed with subsequent attacks. (unfortunately game-statistic is a very biased-thing. Because "squashy targets" - most populated category, so the most impactful in statistic and the least interesting in practice).
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Thank you. This is not "weapon splash attack" (i.e. not kind of attacks with the same weapon but with decreased damage) in starting topic terms. And could you say something about WotEP? Or other "weapon splash attacks" (It looks we share this term understanding)? Are there any things in game acting like "weapon splash attacks" in current version?
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Does "Gatecrashers + Sum&Moon (1-handed stile) + monk/X" satisfies the request? In 3.x version 1-handed-style + Sun&Moon counts character crits >= 0.5 * hits (I assume this is some kind of error on inaccuracy inside in-game statistic), and hit-chains happens very often. Nonetheless character damage wasn't good enough for considering this as "striker" build. Only some king of enemies control.
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Hello. How does "splash weapon" now interacts with "weapon hit \ crit effects" ======================================== For example, and this is just example, how Carnage + Soul Annihilation works? Does SA gives: - "linear return" - SA modifies (add some damage) primary attack damage and all carnage attacks make proportionally more damage? - "under linear return" - SA modifies only primary attack? - or "above linear return" - SA modifies primary attack, and SA modifies each secondary carnage attack? So questions are? 1. Is there are any general rules of these interactions? 2. If there are no "general rules" for applying effects to secondary weapon attacks: 2.How does carnage interacts (carnage secondary targets hits work in conjunction) with Heartbeat Drumming? With Soul Annihilation? 2.2 How does WotEP interacts with Heartbeat Drumming / Soul Annihilation? 3. Any other interesting "weapon splash damage" and "weapon effects", which interacts "above linear"? P.S. Thank you for answering such a broad and general question.
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T.Y. Surviving and gradually benefiting party (melding + interrupting in case of "damaging Herald") - exactly what I meant when called Herald "the best tank". Do I understand correctly - Blackened Plate in "damage upgrade" requires hit and in case of energized + crit leads to interrupting enemies (I've upgraded it for healing)? About Skeleton and +2Zeal - thank you a lot. I've always played MC, besides SC Wizard, intending to see more classes for one game passing.
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Assumingly: "Their Companion" <=> "Their Champion", Self buffs do not apply to summons Wouldn't it be prudent to focus on either "damage + interrupt" or "summon + buff" because of attributes synergies? ================================================ I always thought: - Summoning attributes - Int, Resolve (secondary Con) - Buffing attributes - Int, Resolve, (secondary Con, Dex - not in this build) - Damaging attributes - Perception, Resolve (secondary Might, Con) - Interrupting attributes - Perception, Resolve (secondary Con) So if we choose "Instruments of Death" + "Their Champion" we ends up with MAD (too many attributes demanded, neither are perfect) character. And this character - is a mediocre "passive damager-interrupter" and mediocre "summoner". So wouldn't it be prudent to focus on either "damage + interrupt" or "summon + buff"?
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Hello. I'm building Herald-tank in a party (passive unconditional chants, paladin auras, healing, revival and infinite invocations - make Herald the best class for tank and tank the best role for Herald). Full party roles are standard for cRPG 3melee + 2range: - tank - this Herald - melee striker (GG), - melee damager (Eder / Sefaren / Palegina), - healer-buffer (Xoti / Tekehu) - range CC or damager (Aloth / Maia / Ydwin) I've come to some point and can't decide - should this herald be "damaging" or "buffing" tank: - damaging: Energized(Their Champion Braved) + any AoE damaging chants & invocations (Her Revenge Swept) - buffing: long summons (For They Do), and buffs (Set To Their Purpose, Each Kill Fed, Nor Flame Nor Blade) So both builds looks very viable and fruitful for the party composition. Have different advantages and disadvantages (damaging - more interrupts && paladin heals (zeal by virtuous triumph); buffing: more viable itself and party - less probability of unhappy death), and approximately equally useful. So is there any advice or critics, or maybe both this builds are garbage? And some particular questions: 1. Which build from these 2 is better as party tank for some relaxed playing (with customized AI scripts)? 2. Are there some unclear good tricks (or fatal disadvantages) in these builds "every player should know"? 3. Do chanter "Each Kill Fed His Fury" (+5 Might) additive with monk tenacious (other Might inspirations) and gives character +10 Might in conjunction eventually?
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Thanks for all for your advice. And now I have some intermediate results in both solid(mixed)-roles parties (preconditions are: veteran difficulty, viability, mighty enough, convenient play) and another question. 1. Both parties are viable, and mighty enough. Solid-roles party is more convenient and more powerful. Death, and even sadly sudden death of half-tank is possible (in mixed-roles party), and then you have to pay many-many time, attention and manual-control for win the battle. 2. Chanter "Her revenge...." invocation - is an awesome spell. Chanter-paladin (I think and chanter-priest and chanter-druid(lifegiver) too), due to it can simultaneously tank, support and deal as match croud-damage as "primary melee fighter". 3. So another question (about chanter-troubadour and another subclasses): Preconditions: I think "Her revenge..." is the best chanter ability. One level of efficiency above any other. Better then other invocations, and more profitable then summoning, they are hard to comparison, but chanter summons rather weak and only their value - is infinite amount of chanter invocations. Intermediate implication: It looks like most-loveliest-chanter-subclass troubadour have too high penalty: - no subclass: "Her revenge..." cost = 3 phrases - troubadour: "Her revenge..." cost = 4 phrases - skald: "Her revenge..." cost = 2 phrases. So for example: skald and troubadour both cat cast "Her revenge..." every 12 seconds, but troubadour have to have not-prolonged phrases, and skald cat score crit and gain another. Now I'm using skald, with two weapon complects: - Sasha's singing skimitar - in case it isn't focused and target of crits (brigantine without shield enough tough in this case) - sun and moon + shield - in case of high-accuracy enemy. It looks like this skald more valuable (as tank, support and croud-damager simalteniously) than troubadour. So the question is: criticize above reasoning. I know troubadour - is the loveliest subclass of chanter on this forum. But why? Both precondition and intermediate-implications looks reasonable for me now.
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Valuable advice, thank you. I think I have to change focus of my attention in battles. And back again to caster's-slayer melee character. I wish to assemble something like that (but have a bit of troubles): Fighter/monk: - wahai poraga / whispers of the endless pass - in case of killing groups of enemy casters - Mohora Tanga / sun and moon - in case of striking boss. The only problem - Fighter (no subclass) is much weaker, than Fighter (devotions). Have you any ideas: what is the best way to be effective in both situations? P.S. In myself I didn't find neither 1-handed-AOE (properly interfering with monk crits), nor way to significantly increase crit-rate => damage dealt for 2-weapon wielders against bosses. And simultaneously didn't find any valuable fighter subclass, except devoted.
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Hello game experts. I often find out the phrase "this is only late game ability / gear / ...." in your answers. But when I played before, I finished main game quest at 18 character (if I remember it right). But next I played three addons which seems in total both more longer and more difficult (especially addon with long 2-phased battles on fighting arena). So I'm wondering: how are right now high-difficulty challenging battles and game content distributed over characters levels? PS Excuse me, if I too vague or sophisticated.
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Thank you. Mach more clear now. Nonetheless I have one another general question. Question is not about suggested builds, question is about game-undarstanding at all (maybe I don't understand something important in general, not in details). Forget about Arcane Archer build at a moment. So you both imply situation, in which we suppress one caster, and interrupting second one - and this is enough. But in my experience - this is enough in "easy battles", but not even close for at least medium-difficalty battle. As far as I understand, most game time you have a battles like this: at start you surrounded by several casters(4 or often 6+) or 2-3-4 groups of casters or 1-2 caster-champions with their minions. And simultaneously you have to pay attention enemies front line. So be able to suppress 2 casters - is not a solution of "enemies casters problem". To pass such battle you have to kill "6+ ordinary casters" of "2+ groups of casters", and suppress 2 is not enough. So in my opinion the best way - is send some mobile and hard melee damager, who harder then missile damager. So we have rogue- or barbarian- like builds. Am I wrong? Where?
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Thank you, it's a very tempting build. And I have a couple of questions: 1. Does "Imbue: __" work on every blunderbusses bullet? If it is - look's like imba. 2. There is some vague description of Arcane archer penalty. I suppose every AA regular shot has reduced accuracy? What could be done with it?
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Hello. I'm composing party, and wondering your advice about best "caster's slayer" (or at least good enough and flexible). Requirements looks like: - difficulty - "veteran" for comfortable game, or "path of the dammed" with hard manual control. - roles: kill (suppress) enemy casters; In the late game secondary role - boss striker. So, I'm wondering: 1. Is the hard-melee character best way for killing enemy casters, or there is a better way to kill enemy casters? 2. What possible builds you suggest? 3. Is monk-barbarian (or monk-fighter on second place) good choice or it has some unseen critical disadvantages? I suppose, that rogue-like builds are too demanded for manual-handling (I was defeated in my attempts to write AI-script, to my rogue be enough viable and damage-dealing). And I'm afraid that fighter-monk have too little discipline for use both charge and discipline barrage. Is it correct?