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chattius

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Everything posted by chattius

  1. Hmm, I think the AddOn changed multi-damagetype attacks. I tried a staff with half magical damage and socketed a 33% fire lava. The staff had like half physical, 40% fire and 10% magical when I pressed F and looked for the damage. Also there was a chance to burn and a chance to weaken in the tooltipp. If I got it right: the amount of magical damage doesn't matter? If you hit with magical damage it is always the same weakening effect? Our character at 25 so far, before I watched soccer. The girls decided to continue playing after Bayern Munich got 2 goals really quickly. 2 tactics 25 3 staff 1 5 nature lore 25 8 shield 5 12 armour 1 18 damage lore 9 25 nature focus 1 What we will test out: Can you bring several damage effects on a target with a single hit? We play mainly with a single combat art, so why not place DA on more than one Combat Art-slot. It is possible to combine weapon-slot and Combat Art-slot, so by pressing '1' DA would be done with the fire staff, by pressing '2' DA would be done with the poison staff, ... So we could place really high different DoT on the targets. Refllecting turtles: doing less direct but more DoT will be tested too. For quick test results damage-lore will be mastered as one of the first 3 skills. Even my feelings for this staff-dryad are still a bit like cheating, I want to know what is possible with this character. We need a high level bargainer anyway and we can test out a bit more on alchemy, damage lore and other rarely used skills.
  2. The dragon mage is the only class with no weapon based combat art. So it is hard to kill with melee alone. If you play hybrid: The advantage of a sword is, that you can wield a twohanded sword with x% life leech versus bosses. The advantage of a staff is that it's damage is boosted with intelligence. And in the AddOn you can shoot with it if having staff lore. If you plan to recharge spells with weapon hits and the spells are ranged, like mind strike, gust of wind, a staff shooting sniper may be better versus normal mobs than the sword variant. There would be a third variant, with no staff shooting, but still with the option to play ranged: take no weapon lore but alchemy to boost the hit chance versus tough mobs. Or take no weapon lore but bargaining to buy CtH (chance to hit) jewelry.
  3. We will try it out in 4 people LAN -as the last shopper in our family chain. Our build will be probably a bit different, because the kids want to have fun. And their meaning of fun is not being limited to mainly a single Combat Art. At least it is possible to modify 2 full aspects. We will try no concentration and damage lore. My daughter has experience with a no concentration elf already. Damage lore while Darting Assault has open wounds already. I have an idea, but I have to test first if it is possible to do it. Using a staff with high magical base damage. Then socket a low level lava to covert most of it to fire. So the enemies should be hit with magical to weaken and fire for it's DoT and wounds. But I have to understand multiple damage type converting first.
  4. Yes,the character is old and was my first try of a mentalist. So surely it is not optimal. For example I didn't know then that runes of protection add x% defense, so one reason for speed lore is weakened. But it played very solid for a first try. And speed lore helped to save some sockets.
  5. Yes, seems the anthill is an old family (only?) tradition. Most people who do it turn out to be very distant relatives. Some forest ants are under animal protection law now because they are an endangered species, so its probably good that not everyone is doing it. We life in a small clearing mid in forest so we have several of them close. It's nice to watch several kind of animals how they take an acid shower in an anthill to get rid of parasites. My grandgrandpa used to clean skulls of animals in anthills when he made trophies. 'Our' biggest anthill is like 1.5 metres in height and 3.5 metres in diametre. Without the subterran part. It is build mainly from needles from needle trees. In late summer it builds new colonies. Our clearing isn't that big and they don't build their hills in mid of a dark forest. So we call some friends from fire department and we move the new colonies to other places in hope they can settle there. Easter wheels: German wikipedia has an article with some pictures, somehow there is no english one about fire wheels. http://de.wikipedia.org/wiki/Osterrad Deviled eggs? These are 'filled' egg halves? We do them normally with horseradish on sunday while the easter eggs are still relative fresh. Pickled easter eggs sometimes last till summer.
  6. The main differences in the AddOn for this character are: Regeneration per hit- you can now have way higher Combat Art-levels. Which is positive for this character. Rune Cap: you can only read 200 runes. So it is mainly less hp regeneration since Combat Art regeneration can be countered with reg püer hit. Reflection is not as dangerous as it was before. Positive too. The biggest problem in the AddOn are enemies with Damage over Time and x% life leech. DoT can be countered with socketing. x% life leech is based on maximal hitpoints. So constitution and vitality won't help. Expulse magic is the only protection against this type of attack in the above build. In the AddOn x% life leech could be 35% leech. So you can't allow to be hit for more than 2 leeches. I planed to do a new write up covering this aspect too. I do not have the time to play that much anymore. I recovered from my surgeries and I am back at work and we have 5 kids. So I did no testing. I would stay away from enhanced perception and take storm focus for the crystal skin and its spell reclect. This will be hopefully enough to prevent that you are hit too quickly with this x% leech if you use expulse magic with its spell block too. Crystal skin would then be used mainly at areas wit hnasty spells, while fireskin is at melee places. Alchemy will do 100% heals and not only 50-75% heals in niob. So you should be able to heal up between the leeches. But as I said: I had no time to test it.
  7. I fear deep deep in my hessian heart there is still the wish to be a fighter and not a mage. So I like a 100% hit chance. I see no reason why the idea of recharging with weapon hits shouldn't work with elementalism too. One thing to remember is, that mind strike effects the Combat Art regeneration of your opponent. While spamming mind strikes the griffon is hardly able to cast more than one debugg attempt. But you still have the focus and could modify some mentalism spells for defensive purposes. This build was mainly planed to demonstrate how you could use weapon attacks to speed up regeneration and have x% life leech at bosses. No need to limit the idea to a mentalist or even to a dragon mage. Have fun experimenting with your ideas.
  8. I was wondering how I would do the character if it would be me who had to play a bargainer to 200. I am quite sure for 9 skills. tactics shield staff armour hunter focus nature focus nature lore alchemy, late because its last in a bargainer chain for me bargainer These are 9 skills. Do we need concentration if we can bargain for regeneration per hit and CtH items? Should concentration be replaced by damage lore or constitution? This build may be one of the few builds which could use damage lore. Hitting a lot of beasts far away, so damage lore would kill them, before they are coming close. I would probably take damage lore, I never really used this skill, and it would be a good character to test it out. My staff dryad is just 84 and had not mastery damage lore yet. Acute mind will probably give enough intelligence, so all attributes in vitality to compensate for having no constitution? At least I did it like this on my character.
  9. I always thought it was a german family name: http://www.verwandt.de/karten/absolut/schot.html http://wiki-de.genealogy.net/Schott_(Familienname) Genwiki says there are 4 possible reasons in how the name began: An ancestor being a scot from scotland. An ancestor was a traveling salesman. Which are even today are named Schotten (scots) at some places here. But it is no longer used in modern german. An ancestor was a farmer specialized in doing schoten, an old german word for sour cream The writing Schott is more common and had at least in my area a 4th meaning: being from the city of Schotten. Which is funny because my wife grew up there and her grandpa was doing motorcycle sidecar races at the racing circuit(circuit = Ring) of Schotten. http://en.wikipedia.org/wiki/Schottenring Schotten has also 4 sequioia trees. A ranger named Schott planted them around 1900 when his son was born. Got the seeds from the botanic garden at Giessen.
  10. Hmmm, the spidergirl build kills mob with physical damage mainly. The Detheya is for bosses mainly. Fen fires receive way less damage, so I suppose that damage mitigation is a big factor in a pure physical build at some enemies. Kungfu Dryad: Weaponless: so no damage converter in a weapon Dryad: so no damage converting gloves. Ravaged impact: modified for wounds -not poison- ,armour piercing and explosion. I was planing on double dagger characters a while ago. 2 armour piercing daggers, physical build. But had not yet the time to play them and I used the armour piercing idea for a kungfu dryad. The question if armour piercing is just pass the damage unfiltered to the target or if it sets the armour to 0 in the damage calculation is still unanswered. But I think it is just doing the damage unfiltered. The other idea would be to socket/wield stuff which reduces physical armour. The problem are enemies with a high physical damage mitigation.
  11. Staff lore to allow a staff to shoot was introduced with the AddOn for the PC. I do not know for consoles. I think that the Darting Assault/staff lore needs discussion. In my eyes not mentioning it is a mistake. I have only ideas for staff lore in the other classes which have multitarget weapon combat arts. The seraphim might not cause much lag because of her single animations. The Inqui with a maelstrom and the weapon hitting 'only' 180 degree, ... hmmm I think that an Inquisitor could be optimized for staff lore playing and would probably be close to the dryad. It has a damage boosting buff, the soul catching buff modified for weakening damage could reduce constitution=hitpoints on the mobs you gather. The maelstrom may bring enemies into deathblow range, ... Not every dryad with a staff is using Darting Assault. Most caster dryads have a staff to enlarge combat art radius, reduce regeneration time and such. So I would think: In dubio pro reo. Pictures: I played it at firefighters some months ago with damage lore. My daughter played it as a shopper at youth club. So probably no pictures before weekend, and then I will have to upload them at work. 4800 baud at home will take too long. So if anyone else will do them, would be nice. Guide: I will not do a guide. I have not that much time to play and I prefer to test out stuff. So if it is wanted to write a guilde/play experience, feel free to do it. I finished platinum at level 84. My daughter is niob around level 130 now I think with her shopper. Specially the 100% heal potions when you start to play in niob help a lot, thanks to alchemy. What is not tested yet: Is alchemy shortening this nasty heal potion delay. Or is it just a feeling that it is so. 100% heal potions make you only quaff one and not 2 if you 'see red'. So less delay because of not spamming heal potions that much?
  12. Easter traditions may be different in all the countries, but it seems there is one common tradition: easter eggs. Easter saturday people colour eggs. Then at evening our village made a big fire on top of a nearby hill. When it was nearly burned down, wooden wheels with stray tied to them were ignited and rolled downhill towards the village. This traditions was reported back for centuries. (Osterfeuer, Osterrad = easter fire, easter wheel) Easter sunday morning people hide the eggs in small nests on the so called Osterwiese (a gras field close to the village). So problem is that on countryside each house keeps some hens and so not only people with kids colour the eggs. Even the 70-90 year olds do it. But from 200 people there are only 7 kids below 14 and 5 of them are ours. So we got like 150 eggs on sunday. Easter monday morning at sunshine my dad's family has a tradition to search the anthill of the forest ant. You poke a small hole in the anthill, wait for the first ants to appear and then drop an easter egg close to the ants. The ants think that it is an attack and will spray it with their acid. We use our own colour from herbs for these eggs and the colour reacts to the acid. The results are funny spotted eggs. As a reward the ants will get a cup of sugar. My grandfather said he learnd it from his grandfather, so it has a long tradition. They used to be hunters/forest workers like 200 years back. Easter monday evening the kids do egg knocking and the winner gets the eggs from the looser. Even more eggs... The adults do the feared Ostereierweitwurf= easter egg distance throwing. The goal is to throw an egg over the ruins of a local castle (about 12 metres in height) so that it will land in the gras. Only eggs which are undamaged count and winner is the longest throw. As a proof that the egg was not prepared with chemicals, overcooking, .... the eggs have to be eaten by the thrower. If you think curveballs, fast balls and all this at baseball are tricky you should watch eater egg throwing. Spins of the egg, throwing angle, watching for a good landing zone, breading special hens (small eggs), ..... It is like baseball, golf and horse breeding in a single sport .... What to do Soleier= pickled eggs, egg salade, egg on bread, filled eggs, ..... What do you do with your easter eggs? The advantage I have is probably that the eggs here are not bought. They are coloured with natural colours so pickled eggs are an option.
  13. I wrote about this already in this thread: Staff lore in the AddOn I wanted to know if it is a exploit/bug or not. Normally I would have mailed it to ascaron before putting it as a 'guide/character idea'. GSF and ISF didn't want to have 'exploits' posted in their forum. But I doubt that there will be a fix so I decided to post it. I hope that the player community agrees on some rules on this: if they want such characters on their servers or not. Inquisitor: The Inqui has same, but no acute mind and only 180 degree cone. I would try a variation of Milka's Vollstrecker (excuter) from the GSF. He is using Clustering Maelstrom (but no ancient magic/ astute lore) to bundle and pre damage groups and then use a the range of a polearm while mounted. The Ruthless Mutilation will hit the collected group. Staff lore could probably used the same way and will even hit more enemies. Milka's redesigned character has alchemy and bargaining on his inquisitor too. Seraphim: The seraphim does single animated hits, not hitting every target at once. But if no close target is around anymore the hits will target far far away enemies. Perhaps use Pelting Strikes and gather groups and pre damage them with Radiant Pillar. The reason I consider it as a bug: ranged shots are limited to 3 per unmodified combat art for ranged weapons. My oldest was speed leveling such a character as a bargainer at youth camp. The opinion there was that it is much like a Temple Guardian who can do wide area attacks every 7.5 seconds. Alchemy helps to unlock longer duration on potions so you can have mentors lasting for minutes, freeing some sockets for damage. Full detheya is for x% life leech versus bosses. Doubt that it will add much to reach one hits. Without detheya you can use life leech shurikens and boost the hit chance and attack speed with trophies. I still think that alchemy is a very good skill to unlock bargaining for a dryad on the PC. Old thread about alchemy builds Hope you have some fun experimenting with staff lore characters.
  14. Concentration was 10th, for hit 2 buffs = hit chance and critical. Somehow forgot to mention it. Other classes: Inquisitor does only a 180 degree turn, no intelligence boost but similiar range. Boss fights: Damage at bosses; detheya with x% life leech Protection: melee: shield with block, skin to reflect, x% defense (skin but nor modified for it), evade from dust devil spells: dustdevil, and willpower from mind x% life leech attacks, hitpoints won't help because they are from max hitpoints. So the goal is to have heal potions which do full and not only 75% heals(Alchemy) to heal before the next x% life leech hits.
  15. I always considered this character as cheating, even it started as a challenge. The challenge was to play a character with just 2 defensive skills and each of the remaining 8 skills had to support a single damage doing combat art, be it damage, hit chance or regeneration time. The class lottery gave me the dryad. Planing the defense: Armour lore is right for the dryad. I think in a 2 defensive skills only build shield lore is the better option than combat reflexes. So shield lore will unlock armour. The attack skill: Darting Assault with a staff. So staff lore, tactic lore and hunter focus. Boosting the damage: Acute mind for more intelligence, so nature lore and focus. Boosting the hit chance: alchemy Adding DoT (bargaining was not allowed after the character started already and I was doing alchemy to unlock bargaining) damage lore The playstyle: Modify Darting Assault for rotate. It will attack the first enemy with a staff bash, but then all other enemies in shooting range of the staff are hit the same moment. It doesn't matter if they are behind walls, hills,... Because they are away from the dryad, damage lore has time to kick in. At Bosses a full detheya is worn for x% life leech. Even Darting Assault is hitting everything in shooting range, there seem to be no shots. All enemies are hit while the dryads rotates, no projectiles, just mana/life leech lines.
  16. I just read the guide again, and I remembered right. I wrote hit chance as bronze modifier for magic coup. I do normally heavy damage for a melee elf and hit chance for a hybrid. The reason is: CtH Socketing won't help the spells, while x% damage is useful for both: melee and spells. For a melee elf: heavy damage seems to be more like a base damage multiplier to and not a x% raise. In my experience the multiplier is better, because it equals like 4-5 sockets late game while sure hit is like 2-3. Sure hit has an advantage early game for a melee elf. Magic coup is a complex thing and even after a year I do not know the order in which damage is calculated: Weapon damage + (damage x-x)Rings multiplied by (magic coup + heavy damage modifier) multiplied by x% boost from lore+x% damage stuff ... Somewhere in between is damage type socket, damage type converting from glove and damage type converting from magic coup. If you plan to play the shield maiden as melee mainly: heavy damage is no mistake. For a hybrid styleplaying: target focus might be better.
  17. The melee attack is just to recharge mind strike at normal mobs. At hight hitpoint enemies x% life leech is better than a normal hit damage and that is on polearms but not on staves.
  18. Hope you had some fun: The left and right hand to face are an april joke. AS is her speaking while doing it and the blushing. For the rest, who knows, A kungfu elf might be playable. She will be quite robust.
  19. You mean the animations around a weapon which burn if the weapon has fire damage, ... ?
  20. Yes, would be nice. But then we would have to split the weapontypes even more: x% life leech is on shuriken, but not on rare bows, blowpipes, energy guns okay life leech is not unlocked, but armour piercing seems to be unlocked on knife but not on swords
  21. BFG seraphim with archangel wrath modded for explosions is a single aspect too. Perhaps add the combat buff. A bit harder to play: A melee elf has enough free skills too. Even a kungfu dryad can do a nice shopper. Starting from the spidergirls, taking away voodoo and speed lore. Putting in alchemy (or senses) and bargaining. Using alchemy trophies to hit bosses with normal attacks with x% life leech shurikens. In the AddOn my oldest is playing a fast leveling (in my eyes cheating) shopper in her youth club: shield, tactics, armour, staff, hunter focus, concentration, nature magic focus, nature magic lore, alchemy, bargaining She did bargaining last because the character was planed for level 140 and she had a shopper chain till level 120. It is based on Darting Assault modified for rotate, damage boosted by acute mind. Most enemies die because of open wounds. If it would be no shopper it would level even faster with damage lore and combat discipline.
  22. Dryad and Shadow Warrior do double attacks when performing the 'hard hit' Combat Art's: ravaged impact, demonic blow. The inqui hard hit does a single strike when unarmed. For normal attacks it seems that except Temple Guardian boths fists are used at all classes.
  23. Was it a doppleganger created by you, or could it be that a doppleganger created another, who had no x% life leech then?
  24. The dryad and the shadow warrior do double attacks if you have no weapon. They do double attack eve nif you are weaponless but use a shield. So I think that they do same weaponless animations with double attacks as long you have no weapon which has a lore. But not sure, can't test without the fist weapons. So my idea was to make the two-handed variants acting as shields if all other fails. The inquisitor is doing a single karate punch, no double attack. I don't know which classes were planed for fist weapons. Obviously the Shadowwarrior and the Dryad, since they have the animations. I will test other classes when I have the time. I hadn't chosen dual-wield yet, because the hard hits were double attacks without the skill.
  25. You may have read about our spidergirls, weaponless kungfu dyads. Last weeks I was trying same with a shadow warrior. He has a 'hard hit' attack too which could be modified for explosions. Even he was not kicking like the dryad, more boxing, he did 2 attacks per hard hit(demonic blow) and both could cause explosions. A serafim failed, no hard hit which could do explosions and to kill groups with single weaponless hits is taking too much time. So suddenly I said to myself: Hell, you were playing melee elves for almost a year and you never thought about weaponless. I wasn't exspecting much since the elf has no two-weapon combat. I didn't want to waste time in creating a new character so I took my old drow (I made her eveil and dark skinned, which is possible in the AddOn) and was testing it out: It is no martial arts kicking like the dryad, or boxing as the Shadow Warrior. It is more ladylike: A clap with the right palm to the face and then the hand swings back to give another hit on the other cheek with the backside of the hand. Both hits can cause mana steal and explosions. The funny thing is: I always considered manasteal as useless because you can reach hardly 60% regeneration time win. But it are two hits, so 45% steal is enough to reach 90% and the remaining 10% are mainly animation time: SPAMMING HIGH LEVEL MAGIC COUPS I plan to create a new elf, optimized for weaponless combat: alchemy, damage lore, speed lore.... I need no spells or weapon skill. There is none for weaponless. But I have to hit because the first modifier of magic coup can't be sure hit but has to be damage since we play weapon less. The damage modifier is not a x% damage or a base damage but a multiplier of 1.2 to the base damage befor x% damage is applied. In the german version she mumbles something like 'Flegel' while she is doing the animation. A Flegel is something like a boy who doesn't behave like a gentleman. If you are zoomed in, I am always half zoomed in because of my bad eyes, you see her turning red. Ever saw a drow blushing, it is a funny look. APRIL APRIL Anca at GSF used to do really good 1st of april jokes.Like the killer rabbit as a special mount last year for the then yet to come AddOn.
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