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post Nov 27 2012, 07:58
Post #26061
jimmy123



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thanks again for the info Coma and fishinsea...

now i need to get myself an ethereal 2h mace of slaughter ugh >_>

time to burn a hole in my pocket T_T
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post Nov 27 2012, 07:59
Post #26062
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Okay, got a good draft of the "What out of this pile of random shit is actually worth money?" page up and running. Take a look, critique, suggest a better titles and tell me what about Melee gear I got absurdly wrong due to never using an Estoc in my life.



QUOTE(Rodo211 @ Nov 27 2012, 01:56) *

Any idea what i could get for the following items?
Been saving junk i get that sounds decent for some time hoping i can make some cash out of it.
Thanks
Superior Phase Cap of Niflheim (Head - Cloth Armor)
Superior Phase Gloves of Fenrir (Hands - Cloth Armor)
Fine Phase Shoes of Mjolnir (Feet - Cloth Armor)
Fair Shade Breastplate of Negation (Body - Light Armor)
Fair Shade Gauntlets of the Shadowdancer (Hands - Light Armor)
Fine Katalox Staff of Focus (Weapon - Staff)
Fine Ethereal Longsword of Balance (Weapon - Two-handed Weapon)
Superior Mace of Slaughter (Weapon - Two-handed Weapon)
Superior Mace of Slaughter (Weapon - Two-handed Weapon)
Fine Astral Mace of the Vampire (Weapon - Two-handed Weapon)


Superior Phase Cap of Niflheim (Head - Cloth Armor) 20-45k maybe. Sup Max-1 EDB, good Int/Wis, 4 PAB (but crap AGI and Evade). It's a nice piece, but the AGI/Evade is so low it may as well be 3 PAB and there's not that much market for midrange Nif.
Superior Phase Gloves of Fenrir (Hands - Cloth Armor) Much worse stats, but it's still non-troll Fenrir. 40-50k?
Fine Phase Shoes of Mjolnir (Feet - Cloth Armor) Troll Phase (no Int). Throw it at a newbie.
Fair Shade Breastplate of Negation (Body - Light Armor) Bad PMI. Bad Evade. Bad PABs. Bazaar.
Fair Shade Gauntlets of the Shadowdancer (Hands - Light Armor) Fair, so probably jank. . . checks stats. . . yep.
Fine Katalox Staff of Focus (Weapon - Staff) There's no market for bad Katalox, and that's bad Katalox.
Fine Ethereal Longsword of Balance (Weapon - Two-handed Weapon) Longsword with poor damage. More jank.
Superior Mace of Slaughter (Weapon - Two-handed Weapon) Good STR, Decent damage, not Eth though. I'd say, 20-30k maybe?
Superior Mace of Slaughter (Weapon - Two-handed Weapon) Good STR, Decent damage, not Eth though. I'd say, 20-30k maybe?
Fine Astral Mace of the Vampire (Weapon - Two-handed Weapon) Astral is nice, Vampire is not, again, maybe 20k?

This post has been edited by PK678353: Nov 27 2012, 08:26
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post Nov 27 2012, 08:37
Post #26063
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QUOTE(PK678353 @ Nov 26 2012, 21:59) *

Okay, got a good draft of the "What out of this pile of random shit is actually worth money?" page up and running. Take a look, critique, suggest a better titles and tell me what about Melee gear I got absurdly wrong due to never using an Estoc in my life.


For phase, change "Proficiency Bonus" to "Spell Damage", or to "EDB" as it's commonly known.

I also don't understand why Ebony staffs have a Popularity rating of 3.0 and non-Heimdall/Fenrir phase 3.5. You can't really have one without the other. That and Ebony staffs are listed in the 3.5 row in the table at the top of the page.

Speaking of which, it also seems odd to rank Fenrir higher than Heimdall under the "Good Suffixes" heading while the paragraph below seems to imply that they are equal in value.
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post Nov 27 2012, 08:47
Post #26064
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QUOTE(jimmy123 @ Nov 27 2012, 05:41) *

thanks for the info etothex and fishinsea...

in that case, would u guys recommend 2h eth mace or 2h eth estoc then ?

I kill faster with estoc but i die alot faster too because of the lv200+ mobs @_@

I noticed with a mace, the stun really helps alot and keeps me alive longer...

i'm a 2h fighter with light armor, mainly superior shade equip set with shadowdancer suffixes... i'm considering on changing my shadowdancer set into a fleet set instead...

any ideas ?


ah use more phy mit
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post Nov 27 2012, 08:57
Post #26065
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QUOTE(eqwer @ Nov 27 2012, 10:10) *

so, in order to make 7.8 times output happen, players need cycling soul fire and soul burst


Soul burst will automatically replenish burning soul proc, so you don't need to cast soul fire again. But as 4everlost has said, it's the effect from the tree's absorb ward that make things a bit more tedious.

QUOTE(mrttao @ Nov 27 2012, 10:41) *

http://ehwiki.org/wiki/crysfest
@ Battletoad difficulty with crys1 perk the chart has a conflict saying you get 5 and 6 at round 1. What are the correct values?


Corrected.

QUOTE(Arxdewn @ Nov 27 2012, 11:31) *

The wiki says it does 50% of your melee strike as physical damage (regardless of the element).


Added notice that 50% is before the damage mitigation is applied.

QUOTE(PK678353 @ Nov 27 2012, 13:59) *

Okay, got a good draft of the "What out of this pile of random shit is actually worth money?" page up and running. Take a look, critique, suggest a better titles and tell me what about Melee gear I got absurdly wrong due to never using an Estoc in my life.


- strange to define DW as offensive/defensive. Tends to make people think they should use club/dagger together.
- indicate what PAB that weapon has and what's good PAB (for 1H, armor)
- axe is more useful than you thought
- there's DW double rapier style
- oak can be better than ebony at higher level, due to the number of holy mages. And it has comparable damage output to katalox if it's good
- focus ebony is good to new players
- gossamer is a bit overrated.
- TBH, there isn't any leather of protection now. So all are junks
- for light/heavy, even crappy suffix can be good if it's of ex+ quality
- MMI is unimportant from heavy currently
- plate is much more important than you thought

This post has been edited by varst: Nov 27 2012, 09:11
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post Nov 27 2012, 09:41
Post #26066
eqwer



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QUOTE(varst @ Nov 27 2012, 08:57) *

Soul burst will automatically replenish burning soul proc, so you don't need to cast soul fire again. But as 4everlost has said, it's the effect from the tree's absorb ward that make things a bit more tedious.


from my log, the continuing burning soul effect combine with soul burst spell did very low damage, that doesn't look like 7.8* damage multiplier, maybe you can check that at tomorow agian, since i am too weak to play any difficulty higher than x1/normal in T&T
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post Nov 27 2012, 09:48
Post #26067
PK678353



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QUOTE(n125 @ Nov 27 2012, 02:37) *

For phase, change "Proficiency Bonus" to "Spell Damage", or to "EDB" as it's commonly known.

I also don't understand why Ebony staffs have a Popularity rating of 3.0 and non-Heimdall/Fenrir phase 3.5. You can't really have one without the other. That and Ebony staffs are listed in the 3.5 row in the table at the top of the page.

Speaking of which, it also seems odd to rank Fenrir higher than Heimdall under the "Good Suffixes" heading while the paragraph below seems to imply that they are equal in value.


Yeah, there was a LOT of copypasta in the bullet point sections (and a slight rebuild of Populariy when I realized that I needed the .5s). Caught most of it but apparently not all (that or I'm living in pre-0.5.3 world where Prof Phase was a thing). Tweaked and checked the chart against the article again.

Thanks, fixed those bits.


QUOTE(varst @ Nov 27 2012, 02:57) *

- strange to define DW as offensive/defensive. Tends to make people think they should use club/dagger together.
- there's DW double rapier style

That's mainly based on how I think of melee builds. As many defensive options as you need to survive (plate, stun, etc), then as much offense as you can cram in. Clarified to the actual reasons you'd use the weapons

QUOTE(varst @ Nov 27 2012, 02:57) *

- indicate what PAB that weapon has and what's good PAB (for 1H, armor)

Fuuuuuuuck. . . (IMG:[invalid] style_emoticons/default/blink.gif) Halp? I don't even know what can drop on half the 1H weapons. Okay, it's just Daggers/Wakis that are weird and give WIS. Do they still only get SS/Butcher when leveled, or can they get points into Endurance as well?

QUOTE(varst @ Nov 27 2012, 02:57) *

- axe is more useful than you thought
- oak can be better than ebony at higher level, due to the number of holy mages. And it has comparable damage output to katalox if it's good

Upped Axe (and Club, since Club is clearly more popular with the DW users I see in this thread).

QUOTE(varst @ Nov 27 2012, 02:57) *

- focus ebony is good to new players
- gossamer is a bit overrated.

Focus is no longer 'crappy' (yay MC!). Even noobs don't need the Accuracy, since any Ebony can get you to 100% Accuracy pretty easy.

QUOTE(varst @ Nov 27 2012, 02:57) *

- TBH, there isn't any leather of protection now. So all are junks

Derp, thought that was still a thing. All jank then!

QUOTE(varst @ Nov 27 2012, 02:57) *

- for light/heavy, even crappy suffix can be good if it's of ex+ quality
- MMI is unimportant from heavy currently
- plate is much more important than you thought


Added to those specific sections (was already in the top area).
Changed 'Popularity' to 'Value' to handle the case of Plate, where it's very popular and important, but since it's Tier 1, there's loads of good Plate to go around, so only great pieces can fetch high prices Still bumped it half a tier.

This post has been edited by PK678353: Nov 27 2012, 10:27
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post Nov 27 2012, 10:24
Post #26068
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QUOTE(eqwer @ Nov 27 2012, 15:41) *

from my log, the continuing burning soul effect combine with soul burst spell did very low damage, that doesn't look like 7.8* damage multiplier, maybe you can check that at tomorow agian, since i am too weak to play any difficulty higher than x1/normal in T&T


From your log...
In the fourth turn, Urd gains burning soul. You can see a 10-times damage soul burst because there's no Trio proc on. The low damage in turn 5 for both skuld and Verdandi is because they don't have burning soul on them yet before the turn. Screams of the Past then increase the defense power of Trio, which somewhat counters the soul weakness. Then you see a 2-3 times damage compared to the first hit, which is about the same line (2.6 vs 7.8).

QUOTE(PK678353 @ Nov 27 2012, 15:48) *

Fuuuuuuuck. . . (IMG:[invalid] style_emoticons/default/blink.gif) Halp? I don't even know what can drop on half the 1H weapons.


On 1H, the main PAB are STR/DEX/AGI. WIS drops on dagger/waki and END drops on everything else.

This post has been edited by varst: Nov 27 2012, 10:27
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post Nov 27 2012, 10:29
Post #26069
PK678353



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QUOTE(varst @ Nov 27 2012, 04:24) *

On 1H, the main PAB are STR/DEX/AGI. WIS drops on dagger/waki and END drops on everything else.


Can Daggers get the END PAB when they're IW'ed?
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post Nov 27 2012, 10:36
Post #26070
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QUOTE(varst @ Nov 27 2012, 10:24) *

From your log...
In the fourth turn, Urd gains burning soul. You can see a 10-times damage soul burst because there's no Trio proc on. The low damage in turn 5 for both skuld and Verdandi is because they don't have burning soul on them yet before the turn. Screams of the Past then increase the defense power of Trio, which somewhat counters the soul weakness. Then you see a 2-3 times damage compared to the first hit, which is about the same line (2.6 vs 7.8).


so if a player want 7.8* damage, he/she need to cast soul fire over and over agian, the burning soul's help is very limited
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post Nov 27 2012, 10:37
Post #26071
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So i need some help with item rankings, it says this in the wiki.

Superior
-Exquisite (~+5% additional bonus to all its stats)
Magnificent (~+10% additional bonus to all its stats)
-Base drop chance = 0.0005%
Legendary (~+20% additional bonus to all its stats)
-Base drop chance = 0.000025%

So with this mace here Magificent Mace of Slaughter
It would be this after the +10% to the stats
524 Crushing dmg + 26.2
5.74% attack accuracy + 0.574%
36.09 strength + 3.609

if this true, or is the bonus already added on?
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post Nov 27 2012, 10:44
Post #26072
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QUOTE(PK678353 @ Nov 27 2012, 16:29) *

Can Daggers get the END PAB when they're IW'ed?


Not sure, as I've almost never seen someone IWing a dagger. Though I've never seen WIS from IWing other 1H equips either, so it may be safe to assume that you won't get END PAB when IWing daggers.

QUOTE(eqwer @ Nov 27 2012, 16:36) *

so if a player want 7.8* damage, he/she need to cast soul fire over and over agian, the burning soul's help is very limited


No, as I've said, the burning soul proc will be replenished for every soul burst cast. I'm not sure what you expect from the 7.8 multiplier though, as it's solely a multiplier. You need to compare it to the other spells' multiplier you're using.

QUOTE(josiahrulez @ Nov 27 2012, 16:37) *

So i need some help with item rankings, it says this in the wiki.

if this true, or is the bonus already added on?


The bonus has already been added when the equip's produced.

This post has been edited by varst: Nov 27 2012, 10:47
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post Nov 27 2012, 10:57
Post #26073
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QUOTE(varst @ Nov 27 2012, 10:44) *


No, as I've said, the burning soul proc will be replenished for every soul burst cast. I'm not sure what you expect from the 7.8 multiplier though, as it's solely a multiplier. You need to compare it to the other spells' multiplier you're using.



replenished soul debuff can only proc 2.6x multiplier, 7.8x only happens at pre-soul-fired target,

so maximed soul damage can not simplely be made by just "soul fire one mob > soul burst to others > 7.8x soul on everyone"

it need to be "soul fire 1 mob, soul burst same one, soul fire again, soul burst again", when one mob dead, then cycling this single target spell /aoe spell process to another mob
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post Nov 27 2012, 10:59
Post #26074
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I think I already know, but does a crit also proc a drain (vamp, banshee, etc)?
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post Nov 27 2012, 11:07
Post #26075
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QUOTE(SPoison @ Nov 27 2012, 16:59) *

I think I already know, but does a crit also proc a drain (vamp, banshee, etc)?


No it won't.
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post Nov 27 2012, 12:46
Post #26076
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QUOTE(varst @ Nov 27 2012, 04:44) *

Not sure, as I've almost never seen someone IWing a dagger. Though I've never seen WIS from IWing other 1H equips either, so it may be safe to assume that you won't get END PAB when IWing daggers.


Probably should not have responded to that by jumping into one of my Average Daggers on IWBTH to see what I got. Even more probably should not have left popping the Spirit pot for a few turns. How far can other mages of my level get in IWBTH Item Worlds? I got to round 51 before I fucked up badly enough to die (wasn't going to get much past 60 anyway, Spark was starting to proc too much).

On the other hand, that was a crapload of XP.
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post Nov 27 2012, 13:08
Post #26077
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Hey all, i need help choosing a mace for my build.

Exquisite Astral Mace of the Illithid - Current Weapon
Magnificent Mage of the Battlecaster - it has no interference and will mana conservation work with support, depreciants and regen magic?
Magificent Mace of Slaughter or should i go for more dmg output?

(IMG:[imageshack.us] http://imageshack.us/a/img580/4770/buildkl.png)
(IMG:[imageshack.us] http://imageshack.us/a/img248/4375/abilities.png)

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post Nov 27 2012, 13:26
Post #26078
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Yes, the BC mana conservation works with all spells, even spells on IA. Not sure it the BC MC and Accuracy or the Illithid's drain would help your spells more.

My gut says go with the Slaughter all else equal. However, since all is not equal (you already have the Astral Mace), I'm thinking save up and go find yourself a nice Ethereal Mace. Avoiding 50% resistance is huge, and would be a much better buff to your damage output than any of the maces presented.

Also, equalize your stats a bit, especially once you move away from the nice mana regen the Illithid gives you, it's tripling your effective regen.

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post Nov 27 2012, 14:25
Post #26079
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QUOTE(RRViper @ Nov 26 2012, 18:11) *

When it comes to Cure II, I have some annoyances as I basically am spending over double the magic power of Cure for a not even close equivalent of a healing effect that 2 cure spells can do. However, it is useful if you've been dealt almost lethal damage and need to get back into the fight quickly. I have noticed Regen does help out over time, providing the creatures leave me alone enough to regen.

Yep, that's why I said Cure II is ineffective.
It costs more mana/hp than Cure and both cost way more mana/hp than Regen (and Regen II is even more effective in hp/mana, due to healing more per turn, but costs more than Regen in mana/turn).

If Regen can't keep you alive, your mitigations/defenses are lacking, or you are playing at a too high difficulty.
Or your curative proficiency really suck.

If you have to constantly cast Cure, that means you are wasting a lot of turns on casting that, instead of hitting the enemy. Meaning the enemy lives longer and causes more damage to you meaning you have to do even more healing.
With the result that you are losing a lot of mana (but you should be gaining great curative proficiency).
Regen is awesome because you cast it once and then it stays on you for a number of turns.

It's usually better to cast regen and a supportive spell like protection or shadow veil, that all last for a couple of turns allowing you to hit the enemy, than to be casting cure every other turn.

Cure is only used for pulling you out of these really hairy situations, where a regen tick won't be enough.


QUOTE(RRViper @ Nov 26 2012, 18:11) *

As for Arena drops, I haven't hit a token of blood for a while. In fact, I do the highest I can (for the challenge) and usually end up with potions (superior or godly), crystals, or if I'm lucky a superior cloth armor (IMG:[invalid] style_emoticons/default/rolleyes.gif) Also, other then personal pride and a boost for experience, are there extra benefits for taking on arena areas at upper difficulty levels? Of the first batch of arenas, over half are been done at IWBTH level and Battletoads, although I've been taking each on at the lowest level and then when I beat it, I raise the difficulty and continue.

http://ehwiki.org/wiki/difficulty#Challenge_Level

As you increase difficulty level you get more experience and more gold per round (arena clear bonus stays the same), and you also get better loot (not more, but of better quality) as well as more crystals (remember, it rounds up, so playing at hard which gives x1,2 crystals means you get 2, which stays the same until you go to battletoads which gives you 3, until you get the crystarium perks).


QUOTE(RRViper @ Nov 26 2012, 18:11) *

I may hold off on the exp and ability slot training and work on trying to get a better roll for drops, since I've done Scavenger 3 times, Luck of the Draw once, Quartermaster twice, and Archaeologist once.

And since this is a questions forum, here's 2 questions:
Can someone explain the Assimilator training skill a little better? I've done the reading, but I still don't quite get it. Is all it does is cut down the training time to learn a skill?

Assimilator means it increases how often you gain proficiency in a skill.
Which means you should be getting proficiency gain twice as often if you have it maxed.

Don't spend too much into it, it gets really expensive really quickly, and proficiencies will catch up once you get up in levels and leveling starts to slow down.

QUOTE(RRViper @ Nov 26 2012, 18:11) *

And for the dumb question of the day: In game only, what can one do to increase a credits that drop? I know I'm misssing something. I'm not saying I want them to drop tens of thousands of credits at a time, but I feel like it's the "drops in the bathtub" scenario in order for anything to accumulate.

laters,

RRViper
(speaking of battle, it's random battle time, IWBTH difficulty of course)

Playing at great stamina increases credits dropped.
And difficulty affects the amount of credits dropped as well.

And you can sell crystals, artifacts, items etc, if you feel you have a greater need for credits (although I wouldn't advice it for artifacts, and crystals depends on if you wanna build a monster or not).
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post Nov 27 2012, 14:37
Post #26080
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QUOTE(Arxdewn @ Nov 27 2012, 05:20) *

That doesn't make sense, from the wiki:
"Damage done is equal to 50% of damage done by the melee hit, counts as physical damage"
If its 50%, its 50%. Since it's still physical damage, it wouldn't be reduced by any different defenses than the original strike was, as it, it should be reduced by the same amount, keeping the damage of the proc at still 50% of the main strikes damage.

There are double mitigations, to put it simply.

First there is physical/magical mitigation, depending on if you hit the monster with a physical attack or a spell (and vice versa when they hit you) and then there is damage specific mitigation, like slashing, crushing, piercing, fire, cold, lightning, soul, dark etc.

Monsters got different magical and physical mitigations, so spells and weapon strikes affects them differently.

And I assume the elemental strike counts as a physical attack.

But then there is the damage type mitigation.
And here there are differences, your base attack is either slashing, crushing, piercing or void, which different monsters got different mitigations against, with no protection against void and a set protection against the other (and really old ethereal weapons got soul damage).
But your elemental strike deals another type of damage and so is affected by another type of mitigation, one which can be upgraded with crystals, so different type of mobs got different base mitigations and then individual monsters got different amount depending on how their owner spent their crystals.

So hitting a giant with a mace with wind strike will mean that first the damage of both attacks gets decreased by physical mitigation.
Then the crushing damage of the main attack gets decreased by 50% due to giants resistance to crushing damage, while your elemental strikes wind damage actually gets increased by 25% since the giant has a weakness to it (assuming no crystals spent into wind resistance, which is kinda unlikely).



QUOTE(jimmy123 @ Nov 27 2012, 05:42) *

i'm a 2h weapon fighter-build, i'm considering between 2h mace or 2h estoc... i like the estoc for the penetrating armor, however, i prefer the stun on mace since it lets me survive longer...

the question i have is, between a ETHEREAL estoc or mace, if i get an ethereal mace, will it offset the penetrating armor buff that the estoc gives ? (IMG:[invalid] style_emoticons/default/ohmy.gif)

See above on physical/magical mitigation vs damage specific mitigation.

Penetrating armor means the physical mitigation gets decreased but the damage specific mitigation remains. Etheral damage means the physical mitigation remains but the damage specific mitigation gets nullified (since you can't have any resistance to void damage).

So you'll shift mitigations.
Good news is that the ethereal damage is always active, unlike the penetrated armor debuff.
And stun is then a bonus on top of that.

A nice bonus, which I use is to have an ethereal estoc, which both negates physical mitigation and the damage specific mitigations, to strike right through them.
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