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Rllulium

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Everything posted by Rllulium

  1. I was mostly thinking about Combat Arts such as Callous Execution and Ravaged Impact, that provides a "double hit" when you are dualwielding.
  2. The obvious exception here is the Combat Arts that actually provides a second hit when dualwielding. Although only the right hand weapon's damage will be shown in the tooltip.
  3. To start things off: Regeneration times are based of a "regeneration speed", rather than a timer. The regeneration speed for each aspect is displayed when you mouse over the name of the aspect in the Combat Art pane. The average regeneration speed of all three aspects is displayed when you mouse over your Stamina. So in your case, you have an average of 322.2% increased regeneration speed. In order to reduce your regeneration times you should continue placing points in your regeneration reletad skills and pick the right gear. Wearing gear that provides negative regen is a good idea, but you should be on the look out for gear that provides regeneration benefits in other ways, such as +All skills, + to specific regeneration skills and pure -%regeneration time. It is also adviced that you make sure not to get to much +Combat Arts on your gear, as that will hamper your regen. I also would advice you to NOT place any points in Stamina. You will be swimming in good regen at higher levels. Lastly, if you are in a hurry to reduce your regeneration times, read alot of Grand Invigoration runes. Grand Invigoration provides only beneficial stats, so just read until you are happy with the regen provided or you run out of runes. Consider picking up Delphic Arcania Focus to increase the value of each rune you read and get modification points for regeneration mods on the same buff.
  4. A number of things that disturb me here. 1. Source Warden Lore does not help you get higher CA lvls. Do you mean Source Warden Focus? 2. Concentrations effect diminish constantly when you increase the skills level. There is nothing special about level 22. In any case, you will have +skills to go beyond 22, so this placement seems odd. 3. Calling the useful Spell Reflect mod PHAIL is hardly contructive. 4. Making Combat Alert a buff reduces its effect, yes. Althought that should not matter, since you do not have Concentration Mastery in this build. 5. You do not mention anything about the builds playstyle. I can sense a meleebased TG from what you have written, what Combat Art do you use in what situation?
  5. Are you sure that the Wands will not count as Ranged weapons?
  6. This is quite nice, but I doubt that I will ever use it. A "easy" way to reach invincibility does not sound too fun in practice. I am pretty confident that the game uses a formula to directly reduce damage with armor instead of converting armor to DM%. The formula: (Original damage * Original damage) / (Original damage + Armor) = Mitigated Damage is thrown around lot. I haven't tested it throughly, but it feels accurate. I can atleast say that Armor does NOT provide DM% that can be stacked for this immortalpurpose.
  7. I can see why placing points in Dexterity would not be a large gain since the Dryad already gets so much Dex automaticly. But I really cannot se how Stamina would be a large damage increase for a character using weaponbased CAs, since one can leave these CAs at rank 1 and still enjoy good damage while having really low regentimes.
  8. I somehow got the impression that Effort would reduce the overall channeling time, which is why I despised it. Seeing how it damages every second the channeling time has to be a whole number and I have to say that 5 seconds sounds more reasonable to me. I can't really laugh at your method; mine was similar, although closer to checking the CAs regen when the channeling ended. This is what I really likes about the spell compared to the other bosskiller options availible to a pure caster Inquisitor. One reason for why your IS isn't doing that much damage could be the lack of PC and GI Focus. It really adds alot to magic damage CAs like IS, and tit is relatively easy to utilize the WIDD by simply stunning when your health is at 70-50%, and wait with any possible healing.
  9. On that note, it would be interesting to see how much +Stamina and say, -Aspect Regen one can find on items of the same level.
  10. Now I don't know if things will be horrible much slower at higher levels, but when I played around with my "almost built like this"-Inquisitor in Silver, I was able to drop most bosses in 20-30 seconds using only IS. I didn't even care for debuffing as it required me to go into melee range.
  11. Heh. This is exactly the kind of research I attemted in This Thread. Of everything I tried, the only thing that did not provide tooltip regen change were multiple buffs, due to additive regen stacking. While I certainly want these things tested, I do wonder why this is relevant to this thread specificly. The stacking properties of regen modifiers does not change the value of Stamina in any way.
  12. Great guide. I have to agree that this is THE way to play pure caster Inquisitor. Come to think of it, this is almost exactly how I built mine. Thou I did stop playing him because of the mentioned "requires time to start showing his true potential". This guide almost makes me want to dust him of... A quick question: What regen do you keep IS on? I remember trying to figure out the correct regen for chaincasting, but I never quite nailed it.
  13. I am quite aware about what Stamina can do. I simply do not consider it enough. A level 150 char would get roughly -40% regen from that Stamina value. I feel pretty confident that such numbers can be gotten cheaper at level 150 then gearing for 300 Stamina. Well... as I am sure that you are aware, each point placed or gotten from gear to Stamina grants less negative regen then the point before it. So if you plan to gear for Stamina you are reducing the effect of the hard points you have in the Attribute. I just picked Willpower as a example, I do not favor that Attribute in any specific way. But, as you said, all other ways of acquiring Spell Resistance are % increases, making it exclusive. Also I think that it is a bit odd to put that last sentence like that. A property can be really, really rare, it has to provide good benefits to be sought after, of which I think you-know-what. To round of this section I should mention that Stamina is not the exclusive provider of Base Average Combat Art Regeneration Time. (Which I cover Here) And while you have dinner, I shall go to sleep. Such is the world.
  14. Five classes with 3 skill trees is where it seems to land. Many thing point towards that Diablo 3 is not going to have a very advanced character building system.
  15. And this is exactly what I am getting at. Staminas effect on regen times in moot compared to the regen skills. This argument is a bit strange. Neither can, for example, any other Attribute than Willpower grant Spell Resistance. Just having exclusive bonuses does not make a Attribute good, it is how these they compare to others. Excuse me for accusing you for bringing in faulty arguments here. I have said time after time: Stamina does not scale. If you equip tons of -regen, the benefit you get from your Stamina remains the same as if you has none. If you where to claim that it was the Stamina that gave most of the negative regen, that would be a completly different matter, but as it stands now that is not possible. The most -regen you can ever get from Stamina is -30%; at level 200 with 401 points crammed into the Attribute. Now, even if you had that in your example, you would not be able to read 30 runes and still see a reduction in regen times. Standalone from the arguent, I think you'll have to accept that your example is invalid for the usefulness of Stamina. -30% is simply not enough to even reduce 0.7 to 0.4.
  16. I feel like we're floating away a little here... To begin with, I do not know where the argument came up that any build without Stamina has "bad regen". That is rather the opposite of what I have been trying to push through. As I see it, either you have a build that does not need much regen help, then Stamina is out of consideration and many other regen modifiers can be taken lightly. Then you can play a build heavily dependent on regen, in which case you pick up alot of gear and Skills to support this. If you are doing the latter, you may wan't to use your Attributes for something else than more regen, allowing you to focus less on what that attribute grant when gearing and placing skillpoints and go more heavily for -regen. And it is here that I feel like Stamina gets shafted. If I do a build like this and it ends up with very little, for example, health, I can put points into Vitality and recieve a healthincrease that is percentually larger then it would be on a character that already has plenty of health. With Stamina, it doesnt work that way. It will grant it's unscaling negative percentage and that's it. It cannot really "compensate" for bad regen in any situation, while the other Attributes are fully capable of being used this way.
  17. I'm just saying that the goal isn't really the major thing here... it's the journey. I wouldn't wan't to play a character that's not going to be viable until level 200. You wan't your build to work all the way there. I wouldn't wan't to drive a car that takes 5 minutes to accelerate to maximum speed. But then again I cannot say that the difference that Stamina makes can make or break a build.
  18. This is not exactly true... Stamina grants exactly the same gain to all characters (As a percentage). The only reasonable way to put this argument is comparing the difference between a character which is already several CA levels above the penalty cap to one that can eat or gear a numbar of whole levels more. The latter would, as Soldats pointed out, be able to recieve bonuses to damage and scaling mods. Another problem that I see with the Attribute is that it grants a percentual gain. While other attributes grant flat values that are instantly useful on the level that you get them, Stamina needs to build up to be useful. The more points you put in it, the higher the percent, which means that Stamina is "better" across all level with 100 points in it than 50.
  19. Are you saying that we should translate the +XX Combat Art Damage to +X,X%? Or something in a similar fashion. I may be tired, running on coffee and slightly drunk, but I am pretty sure that I included that in the first post.
  20. So yeah, I can't hold back this opinion anymore. I have been thinking about it for a while and for every little fact I fond out about this attribute I cannot seem to do anything but dislike it. Let's take a look at my thoughts... If we are level 200 and place 200 points in Stamina, that will yield us 200% Average Combat Art Regeneration Time. Most characters have 900% ACART at level 200, which equals the gain from the points plased in stamina with -18,2% Regeneration Time. This value will NOT scale. (The Shadow Warrior has more then 900% and will thus benefit less) Shall we compare it to the other Attributes? 200 points in Strength would give us 160 Attack Value and some Weapon Damage. 200 points in Vitality would easlily give us 4000 Health above 200 Health Regeneration per second ( I cannot set a fixed value here, but Vitality seems to give above 20 health per point in Vitality at level 200). 200 points in Dexterity would give us 200 Defense Value, 60 Attack Value and some Weapon Damage. 200 points in Intelligence would give us 200 Spell Resistance and some Weapon Damage. 200 points in Willpower would give us 200 Spell Resistance. The above makes, in my opinion, the gain from putting points into Stamina seem fairly weak. The problem is the fact that Stamina does not scale. With that I mean that it adds to the base value that is then modified by all regen time modifiers, which in other words means that it it's impact upon regeneration speed is entirely dependent on other regeneration modifers, so that it always remains a fixed negative percentual value. One can argue that the gain is large enough to justify the point spending on characters that have regeneration problems, but I simply cannot agree. Getting around it by getting that little extra regen elsewhere and spending these points in, for example, some more damage or some more health just seems more appealing. Discuss
  21. I figured that this page needs the exact values for each Attribute. I am posting a rough chart here, most of the more hard-to-define values are missing, so help me out. Confirmed values in Italics. Strength - Increases Attack Value by 0.8 per point before modifiers are applied. The increase in Weapon damage varies depending on weapon. Stamina - Increases the Average Combat Art Regeneration Time for each Aspect by 1% per point before any modifiers are applied. Vitality - The increase in Health per point seem to increase with level. The increase in Health regeneration per point also seem to increase with level. Dexterity - Increases Defense Value by 1 per point before any modifiers are applied. Increases Attack Value by 0.3 per point before any modifiers are applied. The increase in Weapon Damage varies depending on weapon type. Intelligence - Increases Spell Intensity by 1 per point before modifiers are applied. The increase in Weapon Damage varies depending on weapon. The increase in Combat Art Damage also varies depending on weapon. Willpower - Increases Spell Resistance by 1 per point before modifiers are applied. EDIT: About the automatic gain of Attributes each level: It seems that the game saves your Attributes as a decimal value and then rounds it only for the the purpose of giving bonuses and displaying the value on the C page. I E, you will gain 2.5 Stamina per level, but your sheet will display a gain of 3 every other level and a gain of 2 the on the others while giving you the bonuses for the whole Attribute points.
  22. I finally got around to test his on a level 200 char and the result was the expected. A freshly baked level 200 High Elf had 898.5% ACART. With 100% being the start value (whereof 25% is from stamina) and 525% coming from an 525 stamina, that is exactly 298.5% that cannot be explained unless we consider the possibilty of a lvlbased direct gain to ACART. If we multiply my suggested 1.5% by 199 we get... 298.5%! I hope I do not go too far when I now claim this to be a fact. Shall we add it to the Wiki? But, Dang, do I want to take a screenshot of my interface to prove this...
  23. Well now, who has time to be excited about this? I mean, they are releasing a new expansion for... Everquest! Game of the year right there... ehem...
  24. I have always liked the complex names when compared to the usual "Fireball" and "Cleave". One has to say thou, that a few them cross the line, like Inexorable Subjugation (Two complex words many fully english speaking persons may not even the meaning of). However, when it comes to the acronyms, I cannot quite agree. Most games tend to get their acronyms, even if it's spells are no more then 8 letters long. The people that play Guild Wars probably have their acronyms too, but it must be harder to apply there, considering the large amount of spells and abilities that game has.
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