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Tene

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Polonium Wizard

Polonium Wizard (3/20)

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  1. I think Inquisitor can hit a LL% to rival any other class on his dop, possibly even passing the other classes. Since the doppel auto-levels any gear bonus to its level you should be able to push it to a ridiculously high LL% witht he right gear and a maxxed out pet.
  2. You can still enter other peoples campaign servers as well. It just crops up when it tries to load my quests to the game. Speaking of which, any way to take the char to plat without grinding a ton of levels?
  3. So I was merrily playing along on my doppelganger inquisitor in a closed HC campaign and I lagged out. No biggie I say, log back in and start a new game. Black screen, crash. Rinse and repeat a ton. Can still make bronze/silver campaign games and bronze/silver/gold free games, just not a gold campaign. I remember someone (possibly Gogo) saying that this could occur if you had done too many quests, but I didn't think the number was this low (every blood quest and a few others.) So how many quests is too many? Oh and any way to fix a char that this happens to?
  4. There's a hidden malus for reading too many runes into a summon too soon. Shows up better with the DM's familiar. Best idea is to keep summon levels out of penalty range and the malus most likely won't kick in. Also, Dopp has a hidden multiplier to life leach damage, and now that I'm playing again (got Ice and Blood and a Euro key) I'm trying to track it down. Oh, and the Dopp doesn't use your Combat Art levels or gain advantage from (almost) anything socketed so you won't see very big hits off of him with a normal gear socketing plan. Hope that helps, Tene
  5. Confirmed, my original problem was I was testing AS mods on a GI modded dop. Modded my LA with life steal and my AS modded dopp picked it up as well. Just hadn't gotten around to updating the guide yet. Still haven't figured out how the dopp determines his CA and ability levels yet though.
  6. I think (Can't confirm it yet) that it takes your weapon damage * Astute Modifier * Some hidden dopp level modifier and gets it's base weapon damage. Then it takes it's internal CA level (hidden) adds non socketed bonuses and then uses that CA level. It may possibly use the AS modifier again.
  7. The dopp receives no benefit from anything socketed. There is a damage modifier applied to life leech by the dop, but I cannot figure out what it comes from or how to increase it yet.
  8. Not at all, I absolutely hate things that don't seem to work in a predictable fashion so I won't be happy til I can tell how it will behave before I cast it. It can draw aggro, but it's not terribly squishy. I'm working on a dop based build for HC so It's probably be best to wait a bit to change the wiki, cause I'll have a ridiculous amount of testing done by the end of the week. Well, I have now updated the post to reflect the effect of +CA gear on the dop, +dop skills don't seem to cause the infinite army buff for me at least. Tinwora's was really throwing me off til I figured out what it was.
  9. Posting this with the results of about 17 hours of testing so far, will update with more information if anyone else has it. It will use whatever skills it feels like from any school, regardless of what school you mod it into, the equal or domination mods merely bias it towards certain behavior. The way you control its skill usage is by the weapons and gear you have equipped when it's summoned (more on this later). Your skill choices and mod choices on other skills will not mod its skills. It can cast skills that you have not yet acquired. An unmodded dop will use skills from all three trees. A GI or AS modded dop will still use skills from all three trees. Ranged weapons will confuse the dop, it will often close to melee range before attacking. The following only apply if you have no +combat arts on your gear. Two handed mage staves generally act in a predicable fashion. a GI dop will cast AS spells and melee, sometimes buffing itself. An NN dop will most likely spam random levin array and inexorable subj, but might dislodge spirit as well as buffing itself with GI buffs. Giving a NN dop a non mage staff generally makes it cast AS spells and melee, some weapons will also cause it to use GI buffs but not GI skills. Most 1h staffs seem to count as non mage staffs for the dopp. Behavior is not consistent across weapons of the same type. Upgrading from one 2H sword to another 2H sword can completely change the behavior of your dop. The above rules are generally true, probably a little more than half the time they work. Behavior is always consistent with the specific weapon(s) and gear equipped while summoning. As much as it may suck to have to do this, once you find a behavior that you like, keep that weapon and gear in a spare slots to use when summoning. If your dop's behavior pattern includes the use of reverse polarity, it must be resummoned after every zone change, teleport etc or it will lock while trying to buff itself. Also, making the dop a buff has no effect on its behavior. This is especially important because behavior that is good for a permanent dop can make the skill useless at low levels as a summon. The dop does not seem to change it's behavior based upon what you are fighting. This can necessitate the use of multiple sets of summoning gear in order to assure the correct behavior for different situations. The dop prefers Combat Arts that your gear has boni to over other Combat Arts +All combat art gear drives the dop nuts, it doesn't seem to add +combat arts together, only looking at the highest bonus to each, so something like Tinwora's curse will change it's behavior drastically. The dop does not exhibit a preference for the school that you modded it into. It seems to have an internal order where buffs rank higher than combat skills. I'll add more once I can figure out the priorities. But so far levin array followed by dislodge spirit seem to be the favorites for a GI dopp. The dopp can use three buffs without concentration, but will randomly drop buffs off as well in multiple buff situations. If anyone has any corrections or additional information, please let me know, and I'll add it in. Edit: Updated to include the effect that +CA gear has on the dopp.
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