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chattius

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  1. I think the list of possible head colours is quite complete. Last heads added were blue human from the evil main quest at this fight in the pub upstairs and the blue insect, a hunting spider (seems this one has double hits too). I will translate the collection if I find the time and get some help. I don't know all the english names at hand. A capital word means that the animation for a companion is in the code but the head was never found yet. Kopftyp Typ des Begleiters bei Kopffarbe weiss blau gelb Tier Wolf Wildschwein BÄR Monster Olm Werwolf Minotaurus T-Mutant Elementar Pflanze Baumgeist Drache Echsenmensch ECHSENM.KRIEGER junger Drache Insekt Tarantel Jagdspinne Skorpion Barbar Kobold Wüstenkrieger TROLL Untoter Zombie Skelettkrieger SKELETT MIT KUTTE Goblinoid Goblin Ork-Krieger OGER Dryade Dryade ? BLUTDRYADE Mensch Mensch Schwertkämpfer KUTTENTRÄGER MIT KNÜPPEL Hochelf Hochelf_Bandit Hochelf Soldat KUTTENTRÄGER(Inquisitor?) Translation: Head-type Type of companion if head is white blue yellow animal wolf boar BEAR monster olm? werewolf minotaur t-mutant elementar plant tree spirit dragon lizardman LIZ.MAN WARRIOR young dragon insect tarantula hunting spider scorpion barbarian kobold desert warrior TROLL undead zombie skeleton warior SKELETON WITH ROBE goblinoid goblin orc warrior OGRE dryad dryad type unknown BLOOD DRYAD human human Swordfighter ROBED HUMAN WITH CLUB high elf highelf bandit highelf soldier ROBED ELF (Inquisitor?) Races not listed don't drop a head. Please correct uncorrect english monster names. We have only the german versions. Places to find the heads blue animal: mini boss 'boar' blue monster: mini boss 'white griffon', werewolf champions in the swamp yellow monster: main bosses: nameless guardian, octa... yellow t-mutant: main bosses: fog, stone golem, facettelon blue barbarian: mini boss 'kobold lord' yellow dragon: all dragon bosses yellow insect: main boss 'gargantropod' blue insect: spider champion in a cave near 'guardian of the forest' blue undead: zombie champions in the swamp blue goblin: orc warrior champions (the ones who do the ice circles) blue human: shadow campaign, boss 'Eddie' (human in the pub) blue high elf: high inquisitor (only campaign) Again: please help to do correct names and perhaps do the stuff into wiki. EDIT CM-patch Czevak said in GSF dragon blue - red and green dragon elites, dragon cult elite- unsure ingame names barbarian yellow - Walter undead yellow: General Terus animal yellow: Meister Betz XMAS = Bear boss x-mas island? goblinoid yellow: Lupus Kalthand - Lupus Coldhand ? human blue: cultist mages elites on dryad island dryad yellow: Mazzagon's bodyguards human yellow: witch Failitia
  2. When I did this character I had not much experiences with Temple Guardian's. Taking sword lore was mainly to unlock scalable '-enemy chance to evade' on knives. Speed lore was mainly planed to push the base defense from dexterity and give some run speed, saving some sockets. The character was planed to be played without an overpowered energy shield. The reason he finally got one was that he lacked a bit defense versus casters. But the main reason is to block spells, so nothing is socketed to move more damage from hitpoints to the shield. The character has more hitpoints than shield points It was mainly planed to get some knowledge with Temple Guardian's and to find my personal close combat playstyle, because I am not really able to do long distance aiming. So I tried out to play without a battery to have fast reg per hits. The character plays best if he has always several deadly spears running at the same moment. So run speed, need to have a high hit chance, defense push made me to put speed lore into the build. It was an experiemental character adapted to my peronal favourite playstyle. But it plays really nice. And at least we have our new family smith.
  3. x% life leech is allways from the maximal and not the actual hitpoints of your target. 2% of a 1000hp beast is just 20, but 2% of a 100.000hp boss is 2000. It's always 2000 even if the boss is close to death, because it is calculate from the full health. If you do a weaken which reduces constitution or a deep wound which reduces maximal hitpoints the leech is calculated from the changed maximal hitpoints. So a 2% life leech weapon is like 50 hits to kill a boss, because life leech can't be resisted. Don't confuse it with x life leech which is just a fix amount. And there are beasts which have x% life leech attacks.They do really big damage if you have a character designed for maximal hitpoints.
  4. Quälen = twisted torment Fluch des Verderbens = Black Curse Kombo= short for Kombination Cd = Cooldown and not the chemical sign for cadmium Schrumpfkopfdropwahrscheinlichkeit Terrible denglish word, my old teacher would come back as a zombie if I would have typed it: Schrumpfkopfdropwahrscheinlichkeit. Denglish is the mix of german (deutsch) and english expressions in one word. Schrumpf(en) = to shrink, Kopf = head, drop is english, Wahrscheinlichkeit = probability So the word stands for the probability that a shrunken head is dropped.
  5. Nice Video. It's kinda amazing how fast a spidergirl can kill a boss and that she slows down at normal mobs compared to other characters. I updated the 'guide' with modifications, skill and damage numbers at level 96 in niob.
  6. I have a big sword with x% life leech which I only use to cast my doppelganger. I modified it for inquisition and in case it decides to attack a boss monster it has 2 effects: X% life leech does a lot of damage at big hitpoint targets and the doppelganger heals itself if he hits. No changes in your build needed, just reserve a weaponslot for a x% lifeleech weapon if you cast your doppelganger.
  7. Dragon magic lore would be very useful: More hitpoints if companion modified for hit points. Without a lore modifying the companion for cast speed wouldn't be a bad idea else: you will need spells for defense. With the lore you can use a dragon strike for some damage, less boring than just staff shooting. The dragon mage has no combat art which allows the staff to hit several enemies. That's the reason I gave up on a dragon sfaff fighter and designed my sohei. If you have a bargainer already you have access to jewels with -enemy chance to evade already.If not you may need to add bargaining to have a decent hit chance. You seem to want to shoot with 2-handed staves. Not taking toughness but shield lore and socketing damage into 2 sockets of a nice shield with scalable block chance might be a good idea. So dragon lore and shield if you have bargaining, If not dragon lore and bargaining. Call it belly feeling. There are 2 possibilities for a staff shooter: Direct sniping or playing artillery and do barrage fire: Aim at a point behing an enemy group and let them run into the stream of shots. The later is only useful in plain terrain and demands some playing with camera options. Hope I could at least be of a little help. I don't know if my disliking of a single target shooter was cause of my bad eyes. In difference to my daughters I never really got the trick to work with cameras and combat arts same time for long distance shooting.
  8. A thing often overlooked is that most weapon-Combat Art's seem to get some base x attack value for each combat art level. The AddOn brought regeneration per hit. So by going high Combat Art-levels and recharge them with RpH you get a nice hit chance. The spidergirl dryads do weaponless kungfu attacks and don't have a weapon skill obviously. But they play with a shield. And a shield adds to the defense in a way you won't believe it on niob. The scalable block chance of yellow shields scales not only with shield lore but also with difficulty level. So the same shield blocks better in niob than in bronze. Also the dryad has combat arts boosting the defense. So if you take a shield with scalable base defense you will get really high defense values. If shield lore is at mastery even the stalwort will get a block chance. I think zthe shadow warrior has some Combat Art's which boost base defense too. The only skill a weapon(-skill-)less character needs is bargaining (best on another character). I started a weapon-less-Inquisitor this weekend and by optimizing its combat I was amazed what equipping him with a polearm did. It's damage exploded. But playing weaponless is a good teacher in optimizing. A year back I would never thought that a weaponless dryad will play without ever dying in niob. And look at the other advantages a weapon-skill-less design has: You can use a x% life leech shuriken at bosses and high damage shaft weapons for leveling. Hit chance is same. You won't get the doublehits and a few modifiers which have to be unlocked, but you can play with more weapon types.
  9. Nice new concept. I was working on a KungFu-Inqui at weekend. So I wanted all normal 3 buff's. Doppleganger will later be lasting long enough anyway. I planed dislocated spirit mainly to reduce enemies hitpoints since I am not allowed to take netherworld or might lore because of a kungfu style challenge. How much is the explosion damage boosted by the lore ? Since I play weaponless anyway I miss up to 6 sockets(!) -ouch. So in my case I wouldn't do doppleganger as a buff. I need the inquisition buff to push the damage of my unarmed combat and perhaps the damage of the support spells. So I would add inquistion focus. One reason to push the buff and another to get high weapon Combat Art to recharge all Combat Art's with regeneration per hit. About doppelganger: is it same on the console that if you cast it while wielding a weapon with x% life leech that the doppelganger will have x% life leech too? Do you know if other modifiers from a weapon will be carried over to the doppelganger?
  10. From thje german shrunken head FAQ: Quick short translation: If you have neither voodoo lore nor the focus then the only way to boost the chance to get heads with twisted torment is to use it at high levels (it has still a chance which scales with its Combat Art-level, but way lower than modified) and stack several torments. Higher Combat Art-level= longer duration = more stacked torments. Probably the chance from the hunter buff sinister predator adds to it. The spidergirl build will later get the ghost pet as a third buff, so having voodoo focus was not wasted.
  11. Life Leech Damn, I forgot the sheet with the updated values of the spidergirls at home. One thing which should be really done: Modifying dustdevil for spell block. My daughter plays in a 2 player team so in general there is allways at least one dustdevil with Combat Art-block active. The ranged life leech attacks seem to be Combat Art's and can be blocked. It is not as good as expulse magic, but it greatly lowers the chance that you are by all of the leeches silmultanous. weaponless combat = casting speed for Combat Art's So you think too that weaponless RI may be affected by casting and not attack speed? Socketing casting speed would have the extra benifit that it helps the tangled vine, twisted torment, dustdevil, ... casting speed too. I like synergies. Waffenloser Nahkampf In germany it had a long tradition. It fills several chapters of midage fencing books. A knight with a full plate which got tripped or fall is as defenseless as a turtle laying on its back. So several books say that some knights fought weaponless with just a shield to block strikes while getting in hand to hand range. If you look at the pictures of some old knight plates: the elbow part is often a thorn. So grap an opponent, make him fall and hammer the elbow, the shield or a stiletto into a weakness of an enemy's armour was a quick way to kill and not much exhausting. (remember they fought in full armour and couldn't allow themself to fight the next opponent totally exhausted). In later years Kampfringen was thought to be unhonourable and no longer taught. But it is stupid to think that europe would be the only place without a traditional weaponless martial art. Hand and feet are very cheap weapons and learning to use them was probably invented several times all over the world. Kampfringen The german word for it is Kampfringen. Some of the books about used to be online at ARMA. The following picture shows a grapping technique to disarm an opponent and the kicking counter of the disarmed opponent: unarmed combat in a fencing book Even I did subhunting and SAR, I had to learn some martial arts at my army time. I got interested into Kampfringen, but there is no longer any school teaching it. Closest would be training at rangers, seals or what we had before reunion of germany: Fernspäher. I did Bojitsu instead.
  12. In the Spidergirl-'guide' I wrote how the spidergirls get shrunkenheads. They do it with stacked twisted torments. Twisted torment is generally to weak to kill an opponent. You either have to bring an enemy close to death and then chain-cast low level twisted torments or you can bring twisted torment to really high levels and use a x% life leech weapon attack to recharge it with regeneration per hit (not for PC-players without addon, consoles work fine). The enemy has only to die while torment is active. If more than one torment is active than the possibilities to get a head stack. I never modify any other combat art for headhunting than twisted torment. If a head is white, blue or yellow depends on the monstertype. Magic find changes nothing. In general you will get yellow heads only from main bosses from the main quest or all dragon bosses. A blue human head is only possible if you play evil and kill Eddie the Barkeeper, a blue animal (hunting spider) only from a certain spider champion in a cave close to the tree spirit boss on dryad island, .... Not every monster types drop all 3 colours. A list with colours and which monsters they may drop are in a german list of shrunken heads. I think the sacredwiki doesn't have the full collection of possible heads. Another thing to know: I think that a yellow head may have up to 3 modifiers: 2 from rings and one from amulets. It counts as an armour so it gives some armour and armour penalty. This and some tricks yo uca nread in a german mini-guide how to hunt for heads. Warning: You can get addicted to headhunting
  13. If I would have played it allone it would probably be level 80: it's the only character I have touched since x-mas. But my daughters play the spidergirl-kungfu-dryad challenge (see dryad guide section). So whenever the bargainer is doing shopping , the other spidergirl stops playing to prevent a level gap between the two characters. She is playing the family smith = this character in this time. Most of the time playing was done by my daughters at bad weather in winter breaks. Most of the leveling was done in the new crystal region of the AddON. This character is not as good in wide radius Area of Effect as is a fiery ember build, but it kills in close combat with spears so no time is wasted with loot collection, all drops are in q-radius. And on a second thought: 3days mean 3 days + few hours total playtime. It doesn't mean that I created the character 3 days ago. The whole design idea of this character is that I play half distance normally because I suffered from eye damage from my army time. I can't aim ice spray above a whole screen or snipe with a bow from a distance. So I made me a build which allowed my personal playstyle: close and personal. I use ember to aggravate enemies so they run into my spears. So no, I doubt that I can play a character to 140+ in just 3 days. But 3 a total playtime of 3 days is possible. Work, 5 kids, horses and dogs, being in volunteer firefighters and other stuff eat up a lot of my spare time.
  14. The old beast is still running, level 142 in Niob now at 3 days playtime. Its engine is no longer air cooled. It has now water cooling added. Water from T-energy swamps has the nice effect that the steam from the cooling system adds an energy fields around the guardian which prevents a lot of damage arriving at the Guardian. I didn't play it allone, its the family smith so rest of family pushed it's level a bit. My daughter called it the hoola hoop guardian. In full action with several spears running simultanous it looks like the Temple Guardian swings a hoolahoop ring with thorns around his hips. Currently it does 5 layers of spears per activation and because of RpH its recharged rigth again. Fiery ember , which has only the focus, is used to reduce attack speed of enemies and lure them to the deadly hoolahoop in a wide radius. I don't know if a specialized build with spears and a weapon Combat Art in a combination will do better. The animation of the growing weapon arm takes a time, while the left click knife attack is really quick in recharging with RpH. But probably in a build not done for roleplay adding energy-shield-lore for toughness might be a good. And adding bargaining for constitution to buy good jewelry to boost the ehnergy shield might work too. I still play without a battery for fast leveling and because of roleplay I use a shuriken for life leech against bosses. My daughters prefer the full melee set for life leech but they are better mouse acrobats than her outdated daddy. I prefer to press both mouse buttons when leveling, and having a battery the Temple Guardian would fight from a distance while the spears pierce holes in the air. Anyone who has a another working deadly spears build which could give some advive?
  15. Yes, using explosions in groups recharges Combat Art's quickly with RpH. That was one of the reason shield lore was this pushed: being able to fight in big groups early. My daughters reached Niob yesterday with level 85 for the tank spider and 89 for the bargainer spider (alchemy boosted mentors). Killing undeads in farview (level 115 ones) for half an hour in niob was without problems. Just the items found were too high in level. Fen fires were really annoying, small, hard to see, quite big damage and the damage done to the mis only a third of the normal one. They seem to have either physical damage mitigation or are immune to armour piercing. Anyone knowing if ghost type enemies have special immunities? I updated the spidergirl guide for new skill and Combat Art values at level 85 and some play experience.
  16. Normally I would translate Schmutzwolke as Smog. But in this case I think sandstorm fits better. My favourite would have been Dirty Trick (throwing dirt in the eyes of an opponent is a dirty! trick in both of its meanings and it would have at least the Schmutz as dirt) less good Sandman (bringing sleep=slowing) ....
  17. You can execute combat arts with speed casting by just pressing 1,2,3,4,5. You can edit a file so you can attach a weapon slot to a combat art. Most fun are the details: Stumbling over a statue and reading something like: Prinz Poldi, at each big battle he was sitting on a bank. Prinz Poldi is the nickname of a soccer (this soccer is just for americans, everywhere else people are smart enough to name it football. How can a game be football if you mainly throw and hold the ball)-player in the german national team. At each european or world championship he had to sit on the bank with the reserve players. Or the car exhibition, the bus stop with the skeleton because noone invented a bus yet, the crime scene like CSI, ...
  18. The spidergirls are now in Dryad-Jungle at level 85 doing the platinum main quest to reach niob. Nature focus will be brought to mastery now. Tangled vine got its first modifier. The scorpion boss lost its head: RpH, defense and torment. My daughters said it was somehow strange: hunting for heads brought no good ones and then, while not exspecting it at the main quest it is a really good one. Bringing vodoo focus to 5 and not only to 3 as soon as possible for modifying torment to duration would have been better. So the 4th mastery would be delayed by just 1 level. The detheya set is a mix of parts from level 45 to 90, but it is the life leech of the full set which is needed. Only one girl has the full set ,so the bargainer does the support: dustdevils, tangled vines, ... I will update the skill and Combat Art list when they reached Niob, so probably when I am back from work. I did some more chapters to the spidergirl main post (guide?) What is still missing: defending against spells defending against DoT And listening to the discussions while playing: A chapter for the optimal shield. Weapon fighters have different damage types in the weapon-slot and my oldest has the philosophy that each area demands the optimal shield at least till platinum: melee area: yellow shield with scalable blockchance melee ranged area: yellow shield with scalable blockchance ranged caster area: Stalworth Saveguard melee and ranged: yellow shield with scalable defense value (shield and speed lore and barkskin pushing it) mixed with casters: Stalworth Saveguard I suppose that scalable defense will get better and better because not only the base defense climbs, but also the x% from skills and barkskin get better the higher you are in level. Blockchance ist still there because of mastery and climbs with level too. So probably around level 120 niob a scalable defense shield and the stalworth would be enough. If you have something to make this guide better, please tell it. Somehow I never want to write a guide but my character ideas keep changing into ones. So this 'guide' was obviously never thought as one. Normally you play a character and then write a guide about it if you know how it will be played in niob. This guide developes while being played. So I have a problem: People who followed the discussion now and people who will read the guide months later. I wonder if I should do 2 'guides': A writedown of the played character for the people who want to see how this character developes. And a 'real' guide about how I think an optimized character should look.
  19. I knew there was a RpH thread somewhere. Regeneration per Hit was not working as it should on PC before the AddOn. However it always worked on the consoles. Most guides were written from PC-players before the time of the AddOn. So the builds ignored RpH. Most console players built there characters from old PC-guides so it seemed they didn't try RpH because of this. But as soon the AddOn was out it was soon noticed how powerful RpH can be: Regeneration per Hit Thread So if you see an old guide from a time before the AddON and if you play consoles or the AddOn: keep in mind that the guide writer had no RpH in the old game versions. Now you have it, and it is really a single modifier which can change who character ideas.
  20. If an opponent hits you depends on several factors: Invisibility- dryad can't get it defend/evade parry/block reflect What you should know is: You can't block, parry or dodge 100%. A formula prevents hidding the 100. So 40% evade +40% evade are not 80% but more like 60%. The idea of the spidergirl's defense is multiplication. Rather than putting all in one defense she uses all three: defend/evade : dryad's dexterity gives base defense shield and speed lore multiply the base defense by adding x% defense dustdevil gives evasion reflexes give evasion parry/block A yellow shield with scalable block chance melee is around 50% block at 70 points. Shield lore mastery gives even better blocking reflect barkskin is modified for reflection So an enemy hitting you means that you didn't evade, block or reflect. The probabilities that you couldn't block, evade or parry are multiplied. So if you can do 3 times 40%: all in one defense is like reducing-formula of (40+40+40) = 70 (guessing, not at machine). So chance you get hit= 30% 2*40 in one and 40 in another is like (1- reducing-formula of (40+40))*(1-0.4)= 0.4*0.6. Chance to be hit is 24% all 3 defenses: 0.6*0.6*0.6: 21.6% chance to be hit Summary Shield lore if used with a yellow shield with scalable block chance adds to 2 defense area's. There are different approaches which shield is the best. You can have scalable modifiers in either blockchance melee, blockchance ranged or base-defense. So in mixed areas (opponents with ranged and melee) and if having shield lore at mastery using scalable defense might be best. It will protect versus melee and ranged and the defense is boosted by 2 skills: shield lore and speed lore while shield mastery gives still a decent block chance. Edit: Editing the Spidergirl main post to new values. Reflexes were taken as 10th skill. I cut and pasted this post and the one about optimizing the damage into the spidergirl main post. So it should be possible later to present the character in the dryad main forum. This character is kinda a prototype. So the main post will be a collection of new results. I will mark changes so people can follow the discussion here. A nobvious mistake in the original spidergirl was to take only 3 and not 5 points in voodoo. Hunting shrunken heads with 5 points and torment to head hunter and longer duration is a big difference.
  21. I think RpH is the difference. In beginning every socket of the characters of my oldest daughter was filled with either -enemy chance to evade or RpH in early game. The second daughter tried concentration potions and alchemy to overcome the long concentration times in early game. She was doing a bargainer spidergirl, with alchemy and bargaining instead voodoo and reflexes. They did 2 player parties. The reason shield lore and not armour lore was pushed: The regeneration effect and item level from armour lore can be got from +all skills. Since full set will be used armour mastery is not needed to unlock something. Shield lore will be needed for level 90+ yellow shield when block chance will scale with shield mastery. Shield lore will have 2 effects: it pushes the defense from dexterity and it gives scaling block chance. So its rather don't get hit than trying to resist a hit. My oldest likes shield lore from many PvP battles with class mates. Armour lore can't stop life leech. Not getting hit can. If you see it from the defensive side and not from the regeneration from: shield lore allows to ignore reflexes, constitution and armour lore for a while.
  22. I was actually planing to put all in one post once my daughters reached niob with their characters. But if you want to do it search engine friendly right now, feel free to do what you think is best. I will not write this into a guide, but more like a diary, what were the reasons that the character looks like it is. The character kinda developed when playing it. And I think it is not fully optimized yet. So a diary-style write down would probably be best. Edits I have to put in the spidergirl above when I am a home for exact values: Level 81: Skill number 10 was made to combat reflexes. Just one point but critical from enemies is reduced by 45% because of +all skills. Twisted torment: Second modifier for longer duration. So now a Torment/RI combination can stack several torments quickly to add their chances on shrunken heads. Starting to put more points in nature focus to modify tangled vine as second nature Combat Art. Future Plans: Acute Mind is planed to boost unarmed combat speed to save sockets for attack speed. None of the intelligence modifiers will be taken. Dustdevil seems to be the only dryad-Combat Art which can block spells. It will probably be modified in niob. There are 4 modification points free and it looks like ravaged impact is the only modified weapon Combat Art used for the near future. So the 4th modified hunter Combat Art is most probably dust devil. So by level 96 nature focus should be at mastery, at 111 concentration and around 117 the spidergirl will have a 3rd buff. Armour lore, Reflexes and constitution will be mastered after voodoo focus. Attributes will be strength and dexterity from 80-100.
  23. Following is for weapon combat: It's a bit complex: The base damage comes from attributes, weapon and damage x-x rings. Then x% damage can be added from equipment, tactic lore, hidden in combat art, buffs. Early on the base damage from a weapon is quite big compared to the other factors, so socketing damage x% might be best till around platin difficulty. At higher levels you have already a lot of x% damage from skills and combat arts so raising the base damage might be better. With regeneration per hit you can get quite high combat art levels early on, so you get more x% damage and socketing damage x-x can be done earlier, perhaps early gold difficulty. If you play weaponless, like our kungfu dryads, damage x-x has a much higher priority than for a character which wields a big two handed hammer.
  24. Optimizing the damage of a KungFu Dryad is a bit challenging. Our dryads are mainly using ravaged impact modified for open wounds, armour piercing and explosion. So the whole attack is physical. The full detheya is use so against bosses there is x% life leech damage which can't be resisted. But for leveling a 5% leech still means 20 hits against an enemy which has high physical armour. And that is too much against normal mobs for leveling. So our current approach for damage directly done is: 1) Boost the base damage of Ravaged Impact with 'damage x-x' rings and strength. 2) Get a nice multiplier to 1) by x% damage from tactics, high combat art (rph for recharge) and x% damage gear 3) get a chance of a multiplying boost of 2) by a high chance to do criticals: buff (high cause of rph) and tactics 4) get a chance of a multiplying boost of 3) with armour piercing: ravaged impact, gear 5) if the enemy is below trigger deathblow from items will double the damage- remember ravaged impact unarmed is double hit, so the second hit may already do a death blow The boost in 4) seems to be dependant on difficulty level. If the amour/damage formula is symmetric then a hit on an enemy with no armour does not only full damage: it even increases it. If I remove all armour and get hit in niob by a low level wolf its 400 damage shown in last kill are more than 1200 done to me. So no armour = way bigger damage. I hope the formula is symmetric and a hit on a not protected enemy does the same: trible damage in niob on enemies. Armour piercing seems to do just that: setting the armour to 0 in damage calculation. Our level 80 Kungfu Dryad shows 2200 damage with ravaged impact - pure physical. Peek damage is around 7300, without life leech and open wounds. It are double hits so damage from a single ravaged impact on a single enemy can be more than 14000. And remember: if it is a horde: it will do 2 explosions. Chance to be hit by a normal level 90 boar at the level 80 dryad is 6%. And the chance to block (shield) or reflect (buff) is not in this 6% as far as I know. So currently the character is quite solid in platinum. She has 2 shields with scalable block chance melee and both with 2 sockets: One with 2 damage x-x rings and the other with anti fire damage amulets
  25. Why tactics lore? Archangel wrath is not affected by it, and the focus would be better for the melee buff? Modifying archangel for double shots and explosion is great fun if used at close distance. Easy to build in regeneration per hit if you play the addon. X% lifeleech found in some polearms is great against bosses. So my only question would be about tactics. Well if you play the AddOn stamina is not really needed because of reg per hit.
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