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post Sep 25 2011, 13:04
Post #8841
MidNightPass



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QUOTE(hawkeyesvn @ Sep 25 2011, 18:17) *

Thanks for your help, after trying both of them in grindfest, I realized that my mace missed more than the longsword but the stun effect is truly good ( especially when I ecountered a Manbear pig ). I think I will stick with my sword a bit more - at least until I got a better mace ^^.

Edit: Oh, I just read your message, thanks again for those maces.


Try to look for a good scythe or katana.
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post Sep 25 2011, 17:20
Post #8842
loberhome



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QUOTE(Randommember @ Sep 24 2011, 22:27) *

Ok, so no talk of nerfs.


You can't really propose balancing without nerfs. The alternative invites power creep which nobody really wants.

As it stands, crushing weapons are the only type that serve both a defensive and offensive purpose. Before the 0.6.1 patch, they were also the only weapon type with a defensive proc and now they keep most of the old functionality (no more permastun) but also get a major damage boost. I would go so far as to suggest that the damage boost was given by Tenboro as consolation for removing permastun. Both uses of the crushing weapon type are quite broken when compared to the other types, imo. I think that a better option would involve both reducing stun's effect and adding some defensive effects on the other weapon procs.
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post Sep 25 2011, 17:30
Post #8843
Mi-Ala Starbreeze



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QUOTE(loberhome @ Sep 25 2011, 18:20) *

You can't really propose balancing without nerfs. The alternative invites power creep which nobody really wants.

As it stands, crushing weapons are the only type that serve both a defensive and offensive purpose. Before the 0.6.1 patch, they were also the only weapon type with a defensive proc and now they keep most of the old functionality (no more permastun) but also get a major damage boost. I would go so far as to suggest that the damage boost was given by Tenboro as consolation for removing permastun. Both uses of the crushing weapon type are quite broken when compared to the other types, imo. I think that a better option would involve both reducing stun's effect and adding some defensive effects on the other weapon procs.

How long you're playing as a melee?
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post Sep 25 2011, 18:02
Post #8844
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I feel like if you've given an enemy a large enough wound that they are bleeding out a sizable amount of their hp each round, that it would be logical to increase the chance your attack will hit, and perhaps cause them to take a tad bit more (not overly so) damage, due to the fact that their large, gaping wound will be hindering their movement, you could theoretically aim your weapon towards a more vulnerable spot.

When was the last time you got a huge cut anywhere on your body and were still able to move about the exact same as before? Particularly if it is on an arm or leg.

This post has been edited by Spartan0021: Sep 25 2011, 18:04
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post Sep 25 2011, 18:05
Post #8845
varst



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QUOTE(Spartan0021 @ Sep 26 2011, 00:02) *

I feel like if you've given an enemy a large enough wound that they are bleeding out a sizable amount of their hp each round, that it would be logical to increase the chance your attack will hit, and perhaps cause them to take a tad bit more (not overly so) damage, due to the fact that their large, gaping wound will be hindering their movement, you could theoretically aim your weapon towards a more vulnerable spot.

When was the last time you got a huge cut anywhere on your body and were still able to move about the exact same as before? Particularly if it is on an arm or leg.


We've concluded from the case of estoc that any real-world logic doesn't apply on HV (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Sep 25 2011, 18:06
Post #8846
Randommember



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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:[invalid] style_emoticons/default/tongue.gif) .

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:[invalid] style_emoticons/default/ph34r.gif)

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
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post Sep 25 2011, 18:13
Post #8847
DragonRanger



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Should I bother investing in Regen, or should I stick to Cure magic? I have the distinct feeling the HP restoration from Regen is quite a bit less than the Cure spell.
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post Sep 25 2011, 18:18
Post #8848
MidNightPass



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QUOTE(DragonRanger @ Sep 26 2011, 00:13) *

Should I bother investing in Regen, or should I stick to Cure magic? I have the distinct feeling the HP restoration from Regen is quite a bit less than the Cure spell.


Definite yes if you are going light armor.
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post Sep 25 2011, 18:21
Post #8849
varst



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You guys should start moving your discussion to 'a few request' thread.
It has become too professional for anyone asking for experts' help. (IMG:[invalid] style_emoticons/default/tongue.gif)

QUOTE(DragonRanger @ Sep 26 2011, 00:13) *

Should I bother investing in Regen, or should I stick to Cure magic? I have the distinct feeling the HP restoration from Regen is quite a bit less than the Cure spell.


It depends.
Regen may cure more or less, but it's main use is to stabilize your hp.
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post Sep 25 2011, 18:41
Post #8850
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Hey guys im a mage type character and i was wondering if it is worth it to invest in the tier2 nukes (meteor, blizzard, etc....) then their tier 1 equivalent (inferno, snowstorm, etc). I didnt try it much but the damage increase is neglible to the increase in mana consumption but that might be because im low level.
Also should i be pumping my AP into elemental resist or just go with the passive abilitys?
Oh and ive been using light armor because i feel like im taking to much dmg, should i be using cloth?

Thanks in advance! (IMG:[invalid] style_emoticons/default/biggrin.gif)

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post Sep 25 2011, 18:45
Post #8851
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QUOTE(SuperHuy @ Sep 26 2011, 00:41) *

Hey guys im a mage type character and i was wondering if it is worth it to invest in the tier2 nukes (meteor, blizzard, etc....) then their tier 1 equivalent (inferno, snowstorm, etc). I didnt try it much but the damage increase is neglible to the increase in mana consumption but that might be because im low level.

Oh and ive been using light armor, should i be using cloth?

Thanks in advance! (IMG:[invalid] style_emoticons/default/biggrin.gif)


It's all because you're using light armor.
Get some elementalist/fox clothes, train your cloth prof., get a good staff, and you should be fine.
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post Sep 25 2011, 18:56
Post #8852
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QUOTE(varst @ Sep 25 2011, 23:21) *

You guys should start moving your discussion to 'a few request' thread.


Does anyone even actually want to request anything or even care at all? (IMG:[invalid] style_emoticons/default/huh.gif) I was pretty sure that all of this is just for the lulz... I'm wrong?! (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Sep 25 2011, 19:03
Post #8853
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QUOTE(buktore @ Sep 26 2011, 00:56) *

Does anyone even actually want to request anything or even care at all? (IMG:[invalid] style_emoticons/default/huh.gif) I was pretty sure that all of this is just for the lulz... I'm wrong?! (IMG:[invalid] style_emoticons/default/tongue.gif)


I would say you guys have made some good points, but unfortunately some other players may skip this thread because of various reasons.
Putting the discussion in the request thread won't make it more serious; I do think I have seen tons of bad ideas there, including those 'give more stamina' posts which pop up once in a while
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post Sep 25 2011, 19:06
Post #8854
Mi-Ala Starbreeze



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M'eh.
I am too lazy to clear Arena challenges now. Missed approx. eight flat days of Arenas, guess that equals roughly 300k Cr lootquality-dependant.
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post Sep 25 2011, 19:57
Post #8855
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QUOTE(MiAla @ Sep 25 2011, 19:06) *

M'eh.
I am too lazy to clear Arena challenges now. Missed approx. eight flat days of Arenas, guess that equals roughly 300k Cr lootquality-dependant.

Some people say they clear all arenas every day.
I don't understand that, I did that for a while when I was lower level and didn't have all that many arenas to clear, but now I can't clear all arenas since that would drop me below 80 stamina, which is a place where I don't want to be.

So do people actually play below 80 stamina?
I'm sure that they do of course, but do they really do that a lot, I mean stamina regenerates at the same rate even if you got 80 stamina or 40 stamina, so continually doing lots of arenas would continue to push your stamina down and mean you'd never make it back to 80+ unless you skip a day or two here and there.

Personally, I stop playing when I hit 80, and wait for it to regen.

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post Sep 25 2011, 20:07
Post #8856
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I, for one, only play below 80. (IMG:[invalid] style_emoticons/default/mellow.gif)
I'm trying to slow down my leveling, and having great status does not help.
I think the last time I was above 80 was ~2 weeks ago.
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post Sep 25 2011, 20:07
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As somebody who does play with stamina below 80, I can say that it seems to drop a lot slower once you hit 79 compared to how it flies down from 99-80.
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post Sep 25 2011, 20:46
Post #8858
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yes consumption is usually double when it's great status. stamina 79/lower goes a much longer way than 80+. i use 80+ for leveling purposes but for item purposes i use 79/lower
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post Sep 25 2011, 20:53
Post #8859
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QUOTE(dcherry @ Sep 26 2011, 02:46) *

yes consumption is usually double when it's great status. stamina 79/lower goes a much longer way than 80+. i use 80+ for leveling purposes but for item purposes i use 79/lower


I believe it is 5 times more.
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post Sep 25 2011, 21:19
Post #8860
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QUOTE(DragonRanger @ Sep 25 2011, 12:13) *

Should I bother investing in Regen, or should I stick to Cure magic? I have the distinct feeling the HP restoration from Regen is quite a bit less than the Cure spell.



If you're a melee type, i can relate that regen doesn't seem all that great, however, it's something nice to toss out when you get channeling at the -very- least.

Using regen and a mace seem to work better since the patches, as when enemies are stunned, even if you miss, you still get hp, as as long as you can continue facecrushing through the earlier arena levels (the ones with 2-4 enemies per round) regen can coast you through a good 4-6 rounds without needing a single cure. I still wouldn't cast it by itself as a normal cure seems more cost effective.

If you're a mage, you probably have the mana to keep it on all the time, but i don't know about maging really, so i'm probably wrong.




Usually i end up waiting until i'm knocked down to below my cure's restoration, and use it, if it channels or i get a mystic gem, i put up regen, if regen is up, i put up haste, if both are up, spark of life.

If all three are up, holy crap why am i getting channeling again?!
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