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#26
IN1

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OP updated, cleaned up, false information removed, credits added :)

#27
rumination888

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iOnlySignIn wrote...

Rumination did you read all my posts? Well, I was a bit wordy, but at least the Paralyzing Hemorrhage vs. Stonefist post (my last post prior to this one) would contain something that you're probably not already familiar with.

Anyways, the short answer is that I have come to the conclusion that Stonefist does not bypass armor no matter what staff you are using (including Magister's Scythe). That is an equally valid explanation of the result of your experiments.

However, I did one more experiment of Stonefist vs. Hemorrhage which confirms that Stonefist does not bypass armor. Since Hemorrhage does around 2.2 times the damage of Stonefist from my experiments, if Stonefist bypasses enemy armor, it would mean that the Ogre Lieutenant has more than 50% Damage Resistance (since that would be the only factor separating Stonefist and Hemorrhage since both bypasses armor) on top of a 25% Armor. That is absurdly large Damage Resistance given the damage amount of auto-attacks.

If you assume that Stonefist does not bypass Armor, then the Ogre has 25% Damage Resistance on top of 25% Armor, which is much more reasonable.

Paralyzing Prison, however, is an entirely different matter. I shall do some tests now and see what happens.


Did you read my post?
Mighty Blow and Stonefist have similar damage multipliers(around 4).  Mighty Blow consistantly does less damage than Stonefist against an armored target given equal base damage among the two classes and no extra modifiers from equipment.

#28
aethernox

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Are you sure that Voracity with +%Fire gear actually provides better damage than Cold-Blooded with +%Cold gear in Act 2, for the purposes of Paralyzing Prison? Even with the abundance of +%Fire gear, it seems like the roughly equivalent base damage would allow the +30% cold to push Cold-Blooded into the lead, since +%Fire gear doesn't actually get stupidly high until Act III. Just a thought.

#29
IN1

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aethernox wrote...

Are you sure that Voracity with +%Fire gear actually provides better damage than Cold-Blooded with +%Cold gear in Act 2, for the purposes of Paralyzing Prison? Even with the abundance of +%Fire gear, it seems like the roughly equivalent base damage would allow the +30% cold to push Cold-Blooded into the lead, since +%Fire gear doesn't actually get stupidly high until Act III. Just a thought.


Voracity is 41 base, 2x25% passives, 2x4% rings, 6% helm, Dura (10%), Belt of the Primevals (4%) = +78% with 41 base.

Cold-Blooded is 37 base, +30% property, 1x25% passives, no rings, no helm, Dura, Primevals = +69% with 37 base.

#30
aethernox

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Cold-Blooded has +6 magic, which increases its base to 40, and I could have sworn that there was at least one +4% cold magic ring. This also assumes that you spend both of your ring slots on +%fire gear, rather than Etched Ring of the Twins or The Fallen Star, but the helm does probably edge out things in favor of Fire.

#31
IN1

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aethernox wrote...

Cold-Blooded has +6 magic, which increases its base to 40, and I could have sworn that there was at least one +4% cold magic ring. This also assumes that you spend both of your ring slots on +%fire gear, rather than Etched Ring of the Twins or The Fallen Star, but the helm does probably edge out things in favor of Fire.


No, there are no +cold dmg rings in this game. No unique +cold dmg rings, at least.

Why would you want to get that over-priced Etched for a mage that has both Rock Armor and Unshakable? Fallen Star is 100% pre-buff only -- if you are inclined to spend 50 g, that is.

#32
aethernox

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I think that +1 to all attribute equipment is more viable in-combat than most +3/4% damage equipment, not to mention the weaker enchantments. +7% damage resistance is nothing to scoff at, either.

Not all mages go Force Mage, even though they probably should.

#33
IN1

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aethernox wrote...

I think that +1 to all attribute equipment is more viable in-combat than most +3/4% damage equipment, not to mention the weaker enchantments. +7% damage resistance is nothing to scoff at, either.

Not all mages go Force Mage, even though they probably should.


+1 all attribules on a mage? Why do you think it's useful? Yes, it adds 5 mana and a tiny bit of dps (much less than +4%), but really... And anyway, 50 g is way too expensive for my taste (it's, like, ~12% of your total gold per playthrough on a pretty optimized run).

By the way, I don't think going Force is mandatory at all, unless you are soloing. BM/SH is probably a more powerful combination in a party format.

#34
aethernox

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It's a small bonus, admittedly, but so is +4% elemental damage. +.5 base damage, +1 magic resist, +5 to HP/stamina, +1 Fortitude, +1% crit chance/damage... isn't so bad, really. I might be over-estimating it. +4% fire damage isn't even an additional 10 points of damage for the large majority of the game.

50g seemed pretty reasonable to me, actually. I mean, there weren't a lot of must-have mage purchases. What does it stop you from purchasing, really? You should still be able to afford three major purchases and all of your skill books/elixirs.

Force Mage and Spirit Healer seem pretty equally viable to me, really. They're both quite good, though Force Mage is a bit worse on Nightmare.

#35
Grumpy Old Wizard

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You can in fact shop for random +% cold damage ring from Bonny Lem (Docks--disused passage). The modifier appears randomly on rogue rings/greater rogue rings. Cold belts of the rogue variety can also be shopped if for some reason you wanted to go for different bonuses on the belt--rogue/greater rogue belts, rather than primeval belt.

Modifié par Grumpy Old Wizard, 11 avril 2011 - 10:48 .


#36
IN1

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Yup, and I'm sure +fire generic gear is shoppable, too, provided you have tons of patience and a bit of luck.

#37
Grumpy Old Wizard

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+%fire rings/belts cans be shopped from the Lowtown Trinketmonger. Apparal Shop for +fire mage armor parts.

Modifié par Grumpy Old Wizard, 11 avril 2011 - 11:17 .


#38
IN1

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Grumpy Old Wizard wrote...

+%fire rings/belts cans be shopped from the Lowtown Trinketmonger.


Hmm, and where do I shop for spirit gear? Probably Gallows, if we follow the logic, but it's not always logical (why +cold at Bonny Lem's?). On the other hand, +nature, that you the mage crowd do not use, can be shopped at Sundermount, which is, well, perfectly logical.

#39
Grumpy Old Wizard

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IN1 wrote...

Grumpy Old Wizard wrote...

+%fire rings/belts cans be shopped from the Lowtown Trinketmonger.


Hmm, and where do I shop for spirit gear? Probably Gallows, if we follow the logic, but it's not always logical (why +cold at Bonny Lem's?). On the other hand, +nature, that you the mage crowd do not use, can be shopped at Sundermount, which is, well, perfectly logical.


Yes, +Spirit gear is Shoppable in the gallows.

#40
IN1

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Grumpy Old Wizard wrote...

IN1 wrote...

Grumpy Old Wizard wrote...

+%fire rings/belts cans be shopped from the Lowtown Trinketmonger.


Hmm, and where do I shop for spirit gear? Probably Gallows, if we follow the logic, but it's not always logical (why +cold at Bonny Lem's?). On the other hand, +nature, that you the mage crowd do not use, can be shopped at Sundermount, which is, well, perfectly logical.


Yes, +Spirit gear is Shoppable in the gallows.


Well, to conclude this insightful dialogue, where do we shop for +electricity?

Actually, I never considered getting generic +elemental gear for my warrior/rogue builds a viable option, and that's a shame. Sticking to the uniques is a sound approach in Act III, but generic +nature/+fire will make even a solo Desdemona S&S/Anderfel 2H a total beast in Act I.

#41
Grumpy Old Wizard

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I don't recall ever seeing +electricity on any random gear. Drops or in shops.

#42
IN1

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Grumpy Old Wizard wrote...

I don't recall ever seeing +electricity on any random gear. Drops or in shops.


Interesting. Ah, I never liked that Glandivalis/Sundering build anyway ;)

I'll look into the precise mechanics of generic elemental gear (bonuses range per level, scaling, etc.).

#43
IN1

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Checked both the vendors (who sells what) and the scaling mechanics out. The results are hardly ground-breaking, but quite interesting, especially for early level elemental setups.

It is possible to have +48% fire damage at level 7, with all attribute points invested into Str. ZOMG epicness! I'm making a dirt cheap solo Anderfel build. It will get its own thread, where I will provide some info on generic +elemental damage gear scaling.

#44
tmp7704

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IN1 wrote...

Well, to conclude this insightful dialogue, where do we shop for +electricity?

The generic items seems to be randomly seeded in the vendors each time you load the zone, so in theory it can show up at any relevant vendor given enough patience. That said though, i can't say i remember for sure ever running across +electricity gadgets. Without checking definitions of items in the game files it's difficult to tell if they even exist.

Modifié par tmp7704, 11 avril 2011 - 04:44 .


#45
shoggoth1890

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Have you guys noticed any "special" effects on spells? Figured out when fighting Meredith that casting Dispel on her Gate Guardians stuns them for about 10 seconds and seems to also place a Hex of Torment on them for that time. If there's one instance of this, there very well may be more unexpected effects.