QUOTE(Spartan0021 @ Sep 25 2011, 06:52)

Yeah ha, I also forgot that I have an extra 5 AP left over...but I've also bought 26 ability boosts ha.
I suppose that makes a rather large difference in how many points I've got.
QUOTE(Spartan0021 @ Sep 25 2011, 07:21)

From what I've been reading, I'm not even recommended to start getting OC boosts before level 120 or so, so I'd say I'm already well ahead of the curve (IMG:[
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But yeah, I know what you mean. Everyone has been saying OC doesn't make much of a difference under 120, but I would say it makes a nice difference. And once my ability tiers start coming in the 20s, I'll have a LOT of extra points to throw into OC.
Also, experience tanks works, so it's worth the AP to get them, if you want to level faster.
And every tier requires a total of 8 AP to get 10% OC (and a 3.3% damage increase when overcharge is full), so it's quite a heavy investment in AP for some pretty poor results.
QUOTE(buktore @ Sep 25 2011, 07:07)

@ Randommember
- You can't have PA remove specific mit. It breaks the game in so many ways.
- PA use to increase magic damage as well. Tenb nerfed it sometime ago...
- I already suggested about reduced mobs damage when they bleed. Tenb doesn't seem to be interested.
....
Melee character without maxed OC boost has no excess AP. (IMG:[
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QUOTE(MiAla @ Sep 25 2011, 12:41)

An Estoc proc with complete penetration of both mitigation AND damage-type-specific-resistance is Bad. Plain Bad. As mentioned above it would break the game. We have Void-based weapons for that, you know.
I had an option of "Damage reducing proc" aswell. My idea was so that enemies afflicted by ArPen/Bleed status should deal approx. half or 2/3 of their damage while being affected. See, the point of Mace class now is so that stunned enemies deal 100% reduced damage (stunned) and take 50% increased damage. So other weapon classes might be dealing something like 100% increased damage (via ArPen or stacking bleed, either one of them) via procs AND lowering enemy damage by 50%. So we can either have 100% + 50% or 50% + 100%.
The reason to pick OVercharge @ late levels of 150+ is because we only have one tier of spells every 20 levels. That makes it 20 AP per tier, with 10 going to tanks/one permanent ability and 10 more are free to spend. Plus the points from training section.
Having piercing weapons bypass physical resists do kinda take away the value of an ethereal weapon, apart from the no-burden thing, so maybe that was a bit too powerful.
But maybe double the chance of proccing PA and have PA completely remove physical mitigation but not the damage specific mitigations (would make ethereal weapons good still, since I do believe their damage are still reduced by physical mitigation, just that there is no specific mitiation for void damage).
Does make another weapontype for a DW do more damage, but gives no benefit for mages.
With the +50% damage to stunned targets, that means a monster will have more damage done to it with PA than with stun, if they have more than 30% physical damage mitigation.
I don't really know what most monsters physical damage mitigation is at, but even with longer durations for PA and the ability to renew it, it still wouldn't match up, since even damage makes it worse since the mob still attacks back.
Maybe add in a +50% damage to a penetrated target just as for a stunned one?
That would give rapiers/estocs a double damage bonus essentially, not only removing physical mitigation but also increasing the damage for some truly awesome hits.
And have PA apply before the hit, which would make crits really damaging, since it would proc PA which would then apply to the following critical hit, increasing it's damage and removing physical mitigation.
Suddenly, playing DW with a rapier of balance in the mainhand and a crit-enchancing weapon in the off-hand takes on a new dimension, playing hard on the crits.
It would also make more sense, if you hit a target with a blunt object, they will be dazed after the hit, but if you hit them with a thin piercing object, you will penetrate them together with the hit, not afterwards.
Or maybe, to think outside the box, make the penetrated armor into a instant proc instead of a debuff applied to the target. Something along the lines of vampire and illithid, that applies to the target instantly and only for that hit. Then you could really beef up the damage, and have a penetrating hit ignore physical mitigation and maybe do +100% damage (again, a crit would be truly devastating) but it does not leave a debuff on the target and no other hits will benefit from it.
As for bleeding weapons and reduced damage.
Maybe make it be a slowing debuff then? That would make the bleed part a bit weaker, but would reduce incoming damage since they would get fewer attacks. Would also work nicely to reduce heavy damage from skill attacks since it would take longer for them to get the mana/spirit to use them, compared to the players action speed.
Question is if that would benefit 1-H or not, since fewer attacks mean less incoming damage, but also means fewer attacks to block an fewer chances to proc a counter-attack.
Which would mean 1-H would be more stuck with rapiers.
And I still like my idea about a 1-H buff, in a 100% chance of a 1 turn stun on a counter-attack, with a normal chance for the weapon to also do it's normal proc (or even procs, if a vampire/illithid/banshee).
I really think 1-H is in need of some love.
QUOTE(hawkeyesvn @ Sep 25 2011, 07:28)

I'm using a superior longsword of vampire (lv61) but I just found a fine mace of vampire (lv47) with 20% chance of stun ( 3 turns ). Should I switch to mace because from what I read on forum: a lot of players consider mace is a must-have weapon for melee players.
Maces are the primary 2-handed weapon IMO. And bleeding weapons are the worst.
Also, of vampire is kinda bad, since it does little damage to them and the heal you get from it isn't really worth it. Better to have a of slaughter or possibly of balance, that kills the mob quicker instead.
I personally favor of balance, since I like having a high hit chance, which helps with domino strikes a bit. And the crit is nice too for the added chance to proc.
With my current mace I got a 30% chance to stun for 4 turns, and a 23% chance to crit (which means an automatic proc).
This post has been edited by Randommember: Sep 25 2011, 18:10