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flamechamp

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Posts posted by flamechamp

  1. It depends:

     

    If you're talking about a ring, or an item mod that says "{Element} Damage + XX%" then it increases the element damage of that type.

     

    If you're talking about a socketable Lava Chunk etc that says "Convert {Element} Damage: XX%" then:

     

    For a Weapon attack (melee/ranged):

    It converts XX% of Physical Damage to that Element

    AND

    It converts all elemental damage to that Element.

     

    For spells:

    Nothing

     

    so you can't have a lava chunk and ice crystal or poison fang all socketed into your gear, then? Just one?

  2. I look at my overview statistics, and my damage overall, has increased by a lot. Do items like these just reduce your physical damage, or actually add more damage done and increase your damage, by adding magic to your physical?

     

    If this was the case, I could stack magic pearls and ice fangs or lava chunks and get my damage to unbelievable high amounts.

     

    It just seems like my physical attacks aren't affected at all, and I'm doing much more damage when I have items or rings/amulets socketed with these modifiers.

  3. + Combat Arts affects CA level

    + Combat Art Skills affects skills like Focuses/Lores, Ancient Magic and Concentration

     

    So I don't know if you mistyped flamechamp, but in your last post your CA lvls would have increased not your Aspect skills with the mod + 4 To All Combat Arts

     

    And yes this game can be pretty confusing :)

     

    just went on, it says "+ 4 to all combat arts."

     

    I just looked at all my combat arts, they don't change. The only thing that does change is the regeneration decreasing, but the weapon also has "-14.8% regeneration" so I'm not sure what is decreasing the regeneration. The damage for all my combat arts, aren't affected, however. I looked at their levels and stats, they just don't change.

  4. That's exactly it flamechamp. It will only have an effect on the skills you have chosen with regards to Combat Art skills. For Combat Arts of which you have not chosen relevant Combat Art skills there will be no benefit. Keep in mind that it will increase the Combat Discipline, Concentration and Ancient Magic skills as well if you have chosen them.

     

    good work. I am slowing understand this stuff.

     

    http://forum.teamxbox.com/showthread.php?t=620268

     

    is this guy confused/wrong?

  5. 1. I understand if you memorize too many runes, it'll increase the regeneration time/cooldown, but is that only for that particular combat art, for the combat arts in that tree, or ALL combat arts?

     

    2. Is lore or focus more important? If you select the skills "lore" and "focus" for all three trees, you will have selected nine skills total. You'll be lacking in offensive, defensive, and general skills, obviously. I'm a shadow warrior and have points into astral lord lore, astral lord focus, and a focus skill into one of the other trees.

     

    3. I think focus or lore allows you to have a higher level for combat arts without penalties. If you exceed the level and get penalties, does this effect JUST that combat art, or all of them?

     

    4. Say the highest level combat art I can have without a penalty is like 20. Does that mean, I should ABSOLUTELY raise the five combat arts in that tree to all level 20, since that is the highest level I can have without penalties?

  6. Ah the thing about this mod, "Combat Art Skills", is that it is increasing skills that affect a combat art. So if you are playing a Shadow Warrior then that modifier will increase all of his Shadow Warrior#Combat_Art_Skills:. This can have an effect on your regen times and in some cases even Combat Art levels. For example if you were to read so many runes of a particular combat art that it's level no longer went up because of the penalty imposed then increasing a Focus skill for the combat art using "Combat Art Skills" could in fact raise the combat art level by reducing the penalty. Kinda tricky but it certainly works. However... Most people use "+ all skills" to do the same thing.

     

    There is another similar item modifier, "Combat Art" +X but it's intention is to do what you are wanting. Simply to increase all combat art levels. However the penalty system still applies to this mod.

     

    I'm kind of confused. So if I don't have the skill for a certain combat aspect, the "+ to all combat arts" will do nothing to that tree?

     

    What I mean is, I have the skills astral lord lore, astral lore focus, and the malavaloent champion focus tree. The "+ to all combat art skills" mod will affect those two trees since I have the skills for them, but it won't affect the other tree, which I don't have skill points into?

     

    So this is working as intended?

  7. it was a 3 star club, and for one of the stats on it, it said "+4 to all combat art skills," and another stat that had, "-14.8 regeneration penalty" or something, which I assume is good.

     

    1. I'm not sure if the +4 to all combat arts is doing anything. I look at my combat arts and their actual levels aren't changing. When I unequip and then equipped the item, the level of my combat arts all stayed the same, so I'm not sure what the "+4 to combat art skills" does. What does it do?

     

    2. The regeneration of my combat arts ALL had their regeneration/cooldowns decreased. What this the "+4 to combat art skills," or the "-14.8 regeneration penalty" that did this, or was it both that reduced the cooldown/regeneration?

     

    3. If the "+4 to combat art skills" does something and is working like intended, how come it doesn't change my shadow warrior's nether allegiance combat art's skeleton spectral soldier levels? The spectral soldier's resistance and level stay the same, regardless if I equip the club or not.

  8. They're pretty rare, and go as " Annealed" at the vendors.

     

    If you want to get one right off the bat, it's not too hard. Make a level 2 HE and then put all her points into bargaining and then wear three relics with max Bargaining.

     

    With just eight points in bargaining you'll be able to force the vendor into selling almost all rares/yellows right off the bat.

     

    Start shopping tween your shopping portals, and you'll find that lightsaber

     

    Good luck

     

    :)

    g

    gogo

     

    do they drop off randon enemies or do you have to craft them?

  9. If nether allegiance is a buff and doesn't have a cooldown, what is the harm in doing this and making the nether allegiance combat art ultra powerful?

     

    1. it is a buff, and doesn't have a cooldown. So I can cast it an infinite amount of time.

     

    2. My spectral soldiers' level will be like level 130, and my shadow warrior would only be like level 34. So my skeletons would like one shot everything.

     

    Am I seeing something wrong here?

  10. I know there is a shadow warrior section, but questions get answered fast here.

     

    Basically, I'm a level 34 shadow warrior and my nether allegiance combat art says the regeneration time/cooldown is like 70 seconds or close to that, but for some reason, I can summon the skeletons, desummon them & make them explode, then resummon them, an infinite amount of time, without having to worry about regeneration time/cooldowns. What is up with this? Isn't it supposed to take like 70 seconds before I can use the nether allegiance combat art again?

     

    I think my astral lord focus is at 22 and my astral lord lore at 17 and I have memorized 9 runes for nether allegiance, so my nether allegiance level is currently at 9 or 10.

  11. Might have mislead you a bit...when I said relics I was referring to damage converters like Poison Fang and Lava Chunk

     

    As far as the relics go...if you do not have the listed skill then you receive no benefit from it. Mod should be in red if you don't have that skill. You still get the elemental resistance bonus though. Also relic has to be in the active slots in order to receive any bonuses.

     

    Remember you must have some ice dmg for the mod "Ice damage +xx%" to have any effect. If you have zero ice damage then this mod won't do anything

     

    ive seen the poison fang relic and the lava chunk relic, but what is the ice relic called that "converts damage to ice." I don't think I've seen this one. Would any npc vendors have it or does it have to drop?

  12. Yes...you need to have some base weapon/spell ice dmg, or a relic that converts physical to ice in order for that mod to work

     

    Ice dmg over time -xx% refers to damage you receive from enemies

     

    so both of those rings/amulets help me then? If a monster does zero ice damage, then that ring I socketed was kind of useless, right?

     

    2. and secondly, I'm really confused about relics. Every relic I has, says it gives +2 to like bargaining, blacksmithing, divine devotion, or riding. I don't have any of these skills, Do the other effects of the relics still give me their bonuses? I've never seen a relic that "converts physical to ice." Only seen relics that give armor and those skills I mentioned. Somebody told me the relics' colors mean something but I'm not sure what.

     

    I am slowly but surely gaining knowledge and knowing how to play this great game.

  13. I just got the chest set item for my shadow warrior, "denderan's set" or something like that.

     

    I put 2 rings/amulets or whatever into the 2 socks of it, one ring gave "Ice damage + 8%" and the other gave "ice damage over time -8.2%."

     

     

     

    1. I looked in the overview menu, and it says I'm doing zero ice damage. Does this mean, I need a ring or amulet or something that "converts my damage to ice." I'm pretty sure I do.

     

    2. What does "ice damage over time -8.2%" mean? Why is it negative? I have absolutely no idea what it is telling me.

  14. Yup putting points into Tactics Lore will give you points toward modifiers..The nice thing is Tactics level is applied to both Aspects individually..Kind of a 2-for-1 deal :)

     

    so I get a modifier point for both aspects at the same time if I put the right amount of skill points into tactics lore?

     

    Yes, that is correct :)

     

    damn tactics lore is imbalance but I'm not complaining.

  15. Malevolent and Demonic do not have their own Aspect Lore, So both use Tactics Lore as the other skill that will allow enhancements to become available

     

    ive put points into tactics, actually. So that is what is giving me modifier points for those two aspects? And demonic has a focus skill I think. I actually did put like 5 points into, but I didn't feel it was necessary to say that.

     

    and where does it say, tactics lore affects those two aspects. I see nothing about that.

     

     

    Last question kind sir: Every combat art can have 3 modifier points put into them, right? Since there are 15 combat arts total, I can have a total of 45 modifier points all together?

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