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  4. Beach walking at low tide is one of my familys favorite summer activiaties... theres no show on netflix that equals walking along a moist grainy shore and looking at al the animals and plants the environment brings literally to our feet. Wadden Sea -> Panama Fam Vacation Panama Last Year
  5. Good advice, considering that I'm running PFP myself. I remember that trying to micromanage two different sets of weapons while dual-wielding, with each set pairing different elemental damage types, was very hard due to not being able to have similar stats on different weapons. The easiest way to do so was with a build that had Bargaining and that could fish for specific modifiers on rare weapons on vendors, and considering that you can fish for weapons with forging slots like that, and more importantly for Deathblow bonuses, it can work. It's still a lot of work, and I'm not sure if the gains are that visible. However, with melee builds not having a way to reduce armour resistances like casters have with Ancient Magic, using a set of weapons with a single element against a single element heavy armour boss in higher difficulties can be an issue. I actually use the Staff weapon lore on my Magic Coup High Elf for the attack value bonus alone, but that's mostly because I had a spare skill to burn. I know that staves being ranged, even with a short range, isn't vanilla behaviour per se, but the way it was implemented made way for a completely different way of playing the game when using them. My MC build for instance, it focuses on Crystal Skin and Shield Lore for durability, Shadow Step for evasion/stun/damage, and then uses a one-handed staff to be able to hit mobs without having to be head to head with them. And since HE are squishy as melee it actually brings in an interesting dynamic, as opposed to the the more typical Incandescent Skin/Pole Arms template. I agree that a Malevolent Champion SW with dual-wield staves can be a bit OP, especially with an off-hand weapon with %LL and stacking RpH, but that's an archetype that didn't exist and that wasn't exactly balanced, so I'll give you that. I guess that a good middle ground is running an Inquisitor with a Ruthless Mutilation/Callous Execution combo, which despite still throwing more than a few projectiles is much more controlled, I.e. fair/balanced. Frenzied Rampage with the two double hit mods and dual-wield staves is OP, I have to agree, and even if the lower base damage of staves tends to balance it somewhat, the amount of stacking modifiers and huge amount of projectiles thrown at a single time just ramp it out of control. It's fun though, if you want a fast boss melting build that isn't a Glacial Thorns build.
  6. myrtle beach -> Wadden Sea Germany's Atlantic coast. At low tide the water reveals a large muddy beach and you can walk from mainland to the islands. Before I went firefighter at naval air wing I was weapon officer on subhunter helicopters and planes. We did some SAR flights for tourists who were surprised by high tide while not yet back to main land. There are some places which allow swimming, but I always liked to walk on the wadden sea at low tide. See the houses atthe horizon? You can reach them walking at low tide. At lowest tide and the reason I like the place: But so it looks at high tide. And there are dangerous and strong currents.
  7. You can use CAs. It will produce a more powerful instance of the DoT (at least in the PFP) corresponding to the element of your main hand weapon as CAs do more damage than normal attacks. Just make sure to mix in normal attacks occasionally to also proc the off-hand DoT on tougher enemies, where having multiple DoTs running is worth it. Another option would be to have 2 pairs of weapons, one for applying burn, the other poison and use only CAs. You can then have the 2 weapons in the set both focused on maximizing the respective DoT. But it requires a lot of APM and maintaining 2 sets of main weapons, which can get bothersome. As for staves, I will sadly not touch them with dual wield again since the Ice&Blood change already broke a lot of things back then and the subsequent community fix of always making them ranged without the skill to fix one of the most egregious bugs didn't really help other than that. Not to mention it made the Staff weapon lore utterly irrelevant again.
  8. Yesterday
  9. quatorzieme -> lucky yeeks... neighbor didn't realize how lucky he was gogo
  10. friday the 13th -> quatorzieme My neighbour asked me if my daughter could be the quatorzieme for his (playboy) son. Quite dangerous question since we met in forest and I carried a gun. Then he said that a quatorzieme is a 14th guest in case there 13 at table. So wasn't the question to be the 14th girlfriend.
  11. Ah yes, dual wield does have some associated shenanigans, as both of you explained so well. There's another interesting mechanic that happens post CM 1.60, and by extension on PFP as well, and it has to do with the new behaviour of mage staves. If you dual wield a staff with any other melee weapon, and you use the staff as your main weapon, the attack will actually be... ranged! Since staves were changed to shoot projectiles even without its relevant weapon mastery, but still count as melee weapons, you can dual wield one with any other melee weapon. This can result in some really wild results if you run with a Malevolent Champion SW and modify Frenzied Rampage twice for double hits. Want to see something fun? Try it, it's a blast. One-handed staves don't have %LL, but if your secondary weapon does, you can then throw a barrage of projectiles and each will proc it. RpH gets pretty crazy as well, so you can get your CA's cooldown really high and it'll reset very easily. As for DoT builds, they do seem to be more effective with LMB attacks if even multi-element CAs can only proc one effect per hit. It's probably possible to theorycraft a build that relies more on CAs as support instead of using them as a constant means to attack, in order to maximise DoTs. I remember that there was this crazy Spectral Hand build back then with Damage Lore maxed out, and the guy who ran it used to farm the Guardians with it. It looked like it was a lot of fun, there's probably still its forum post around here somewhere.
  12. Last week
  13. Then the behavior has been changed in CM Patch, as the amount of elemental damage does matter for the power of the DoT in PFP. And yes, your observations regarding CAs are correct. When dual-wielding, it only ever uses the main weapon. The off-hand is purely a stat stick for everything other than left click normal attacks. This is the reason why I ran an Inquisitor build focused on just left clicks with Damage Lore, so that both hands can apply DoTs (burn and poison). In the PFP, the off-hand weapon is considered individually for left click attacks and inflicts a DoT based on the actual damage you deal with it, not the total of both. And another yes, Damage Lore will help counteract the DoT duration reduction the enemies get from Willpower at higher levels. Very noticeable on bosses, who without Damage Lore, by late Niobium usually only take one tick of DoT damage before it expiring, due to their excessive Willpower.
  14. Okay, I conducted a few tests with a dual-wielding Seraphim. Applying DoTs while dual-wielding works differently when using a standard left click attack and when using a CA. When using standard (default) attacks, both weapons can apply a secondary damage effect and will consequently inflict DoTs. It is possible to inflict a poison-DoT with one weapon and a fire-DoT with the other weapon in a single attack. Interestingly, it does not seem to matter how much damage the off-hand weapon deals. The amount of both DoT-types (main and off-hand) seems to be based on the total damage inflicted and not on the actual damage of the specific weapon hit. This behaviour is in line with the mechanic described in the wiki: For all damage calculation only the main hand weapon damage seems to used. When calculating the %-chances to inflict the secondary damage effects (which is done based on the amount of damage inflicted per element) the damage differences between main-hand and off-hand weapons are considered. Example: When using a main-hand weapon with 1000 poison-dmg and an off-hand 'stat-stick' with only 200 fire-dmg, the chance to inflict a fire-DoT is much smaller than inflicting a poison-DoT. However once the DoT is triggered, both DoTs inflict the same amount of damage per tick. Sadly, this is not the case when using CAs. When using Soul Hammer only the effect of the main hand weapon is used, even if two hits are applied to the target. If using CAs (which will be the case most of the time) it is not necessary to use two weapons with different elements, instead it would be better to use one weapon that can inflict two elements (fire/poison). This way it is possible to inflict both types of DoT without switching weapons, even though it's not possible to inflict both DoT-effects in one single CA-attack. When using multi-hit attacks (I just tested Pelting Strikes) the same behaviour is observable. Even though the animation suggests, that you hit multiple times with both weapons, this is not the case. You just use the main hand weapon and can only inflict DoTs of this weapon. I haven't tested the behaviour of other CAs.
  15. Happy seeing you back Hordolur, may Ancaria's evil worst melt under yer blade or spell! gogo
  16. aaaaaaaaaaaaaaand...seems like everythings still working! we just got back, and hitting work , but finishing tonight at 4 pm we can then look at what you'd like to do re your idea of
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