Is there a way to find out what kind of damage enemies does? I'm getting ready to hit nexus golem room and need some protection from shades attack. Experimented with spirit ward rune but no effect, is shade damage physical?
Enemy damage type
Débuté par
mmatrix05
, mai 05 2011 06:08
#1
Posté 05 mai 2011 - 06:08
#2
Posté 05 mai 2011 - 10:20
Hmm.. the only way I know how to tell is by the effect that is triggered if you fail the fortitude check.
I might be wrong, but from my understanding:
Abominations - Spirit Dmg (can cause you to become horror-ed)
Spiders/Varterral - Nature Dmg (leaves you clutching at your face going FML)
Rage Demons/Dragons - Fire Dmg (..this one's pretty obvious)
Shades - Not so sure. (I think they might actually have physical damage as they impart knockback)
Most of them mainly do physical damage and have elemental special attacks, though I think the abominations/rage demons are an exception to that rule, with all attacks been spirit/fire.
Do you have 100% spirit resistance? If you're not immune and your hp is really low you might find that the force from their attacks relative to your max health is large enough to trigger the horror effect/knockback.
But yeah, I'm pretty sure shades may have physical damage as I remember them imparting a knock-back effect. Your best bet is to either increase your hp, fortitude or dmg resistance/armour (unless you have an knock-back immunity item handy). Increasing that should help against any form of attack.
I might be wrong, but from my understanding:
Abominations - Spirit Dmg (can cause you to become horror-ed)
Spiders/Varterral - Nature Dmg (leaves you clutching at your face going FML)
Rage Demons/Dragons - Fire Dmg (..this one's pretty obvious)
Shades - Not so sure. (I think they might actually have physical damage as they impart knockback)
Most of them mainly do physical damage and have elemental special attacks, though I think the abominations/rage demons are an exception to that rule, with all attacks been spirit/fire.
Do you have 100% spirit resistance? If you're not immune and your hp is really low you might find that the force from their attacks relative to your max health is large enough to trigger the horror effect/knockback.
But yeah, I'm pretty sure shades may have physical damage as I remember them imparting a knock-back effect. Your best bet is to either increase your hp, fortitude or dmg resistance/armour (unless you have an knock-back immunity item handy). Increasing that should help against any form of attack.
Modifié par mr_afk, 05 mai 2011 - 10:21 .
#3
Posté 05 mai 2011 - 10:57
I think mr_afk is right. Shades cause knock nack, thus it's physical.
I think this forum needs an enemy damge type reference sheet.
I think this forum needs an enemy damge type reference sheet.
#4
Posté 06 mai 2011 - 06:26
Thanks. But I must admit physical damage from non-material creature is strange. And enemy reference damage type sheet would be great.
#5
Posté 06 mai 2011 - 07:20
I'm not sure how useful it'll be though. An elemental weakness/immunity is great because you can customise your party spell & weapons-wise to deal the most damage. A reference damage sheet would only be useful if there was a fight you were really struggling with and needed the extra resistance (and in that event, you should be able to figure out the enemy's attack type). Because in general, you probably would want to have your warriors immune to any friendly fire from spells (e.g. spirit and/or fire), your others with runes of fortune (if you're greedy for gold like me) and not really worry about enemy damage-types but focus on killing them faster/getting good CC. If they never do any damage to you you'll never need to resist it.
I'll attempt to do a quick summary of the elemental damages I know of if you want...though the only enemy elements worth getting immune are electricity (for the deep roads expedition) and maybe fire if you're really struggling with a dragon or rage demon fight.
Note that I may be completely wrong as I haven't checked in-game/know of any other sources for this information and have a bad habit of killing things too fast to know what type of damage they do
Arcane Horror: Spirit Dmg
Dragon: Fire Dmg
Rage Demon: Fire Dmg
Profane: Electricity Dmg
Qunari Saarebas: Electricity Dmg
Spider: Nature Dmg
Varterral: Nature Dmg
Shade: Physical Dmg
Blood Mage: Physical (ignore armour?)
Golem: Spirit Dmg? That weird burst attack leaves you horror-ed?
Desire Demon: Basic Spirit Dmg? Also has a stun attack similar to commanders
Revenant: Physical Sword Attacks and Pull?
As you no doubt can tell, this is about their special abilities as most of them have basic physical attacks.
It's probably really incomplete and not very useful. But if you ask about any specific enemy-types you'd like to know I'm sure someone will know/be able to find out for you.
I'll attempt to do a quick summary of the elemental damages I know of if you want...though the only enemy elements worth getting immune are electricity (for the deep roads expedition) and maybe fire if you're really struggling with a dragon or rage demon fight.
Note that I may be completely wrong as I haven't checked in-game/know of any other sources for this information and have a bad habit of killing things too fast to know what type of damage they do
Arcane Horror: Spirit Dmg
Dragon: Fire Dmg
Rage Demon: Fire Dmg
Profane: Electricity Dmg
Qunari Saarebas: Electricity Dmg
Spider: Nature Dmg
Varterral: Nature Dmg
Shade: Physical Dmg
Blood Mage: Physical (ignore armour?)
Golem: Spirit Dmg? That weird burst attack leaves you horror-ed?
Desire Demon: Basic Spirit Dmg? Also has a stun attack similar to commanders
Revenant: Physical Sword Attacks and Pull?
As you no doubt can tell, this is about their special abilities as most of them have basic physical attacks.
It's probably really incomplete and not very useful. But if you ask about any specific enemy-types you'd like to know I'm sure someone will know/be able to find out for you.
Modifié par mr_afk, 06 mai 2011 - 07:42 .
#6
Posté 06 mai 2011 - 11:29
Arcane horrors use two kind of damage spells.The purple one is spirit,that one on the ground when attackers are in melee range is something different. Some of them are called frost horrors,so maybee its cold damage.
Blood mages also have two spells: Grave robber with one foot in,that can be completly resisted with spirit runes(but they still heal despite of that...) and a ranged one that have to be hemorrhage.
And sometimes mages and arcane horrors use rock fist.(does huge damage and throw yourself on the ground)
Blood mages also have two spells: Grave robber with one foot in,that can be completly resisted with spirit runes(but they still heal despite of that...) and a ranged one that have to be hemorrhage.
And sometimes mages and arcane horrors use rock fist.(does huge damage and throw yourself on the ground)
#7
Posté 12 mai 2011 - 11:16
you can see the damage type on your dog
#8
Posté 12 mai 2011 - 11:46
Arcane horrors use two kind of damage spells.The purple one is spirit,that one on the ground when attackers are in melee range is something different.
both are spirit
both are spirit
#9
Posté 13 mai 2011 - 07:54
Surpisingly, Varterral's spit seems to do spirit damage
#10
Posté 13 mai 2011 - 08:25
Then i dont know why some of them called frost horrors.(only because they are immune to cold??)SuicidialBaby wrote...
Arcane horrors use two kind of damage spells.The purple one is spirit,that one on the ground when attackers are in melee range is something different.
both are spirit
#11
Posté 13 mai 2011 - 08:27
Xalen wrote...
Surpisingly, Varterral's spit seems to do spirit damage
Thats not really that suprising.The spider queen in the deep roads(first game) also had a ranged attack that did insane spirit damage.
#12
Posté 26 mai 2011 - 05:37
Just trying Xebenkeck on nightmare while staying in same room (with mage). So I was trying to reduce damage of rage demons by pumping fire resistance to 90-100% but it does not work for their surface attack. So my Fenris (100% fire and spirit immunity) still takes around 70 damage from one attack.
#13
Posté 27 mai 2011 - 02:07
Your best bet would be to use rock potions (10%dmg resistance). It'll still be a lot harder than with a warrior due to the extra dmg resist and health from armour.
I've got a warrior with no points into con and managed to solo the xebenkeck fight with 313health, 27%dmg resist (10% from potions) and rage demon backstabs don't off me unless I get jumped on by 3 or more at the same time...
The spirit immunity will make the abominations/desire demons less troublesome and the fire resist will make rage demons normal attacks inconsequential. I had the spirit immunity but not the fire immunity.
The main thing to consider is maybe knocking the rage demons out of stealth/underground.
They can't backstab fenris/party members while they're above ground so shouldn't be doing any damage.
The key spell to use would be cone of cold - otherwise using a dog (rage demon backstab sponge) and maybe force mage talents will have to do. If you pump fenris with a little more con and micro him (e.g. so you can dodge attacks and drink potions when necessary) you can actually make use of the damage to deal more damage.
It won't be as effective as what a reaver hawke can do (+400%) but +200% is still pretty nice!
I just did it in 1:45 so I'll upload it in a bit. I think it becomes a lot easier if you kill the rage demons before the second lot arrives. Killing two at the same time isn't quite as tough as killing four.
I've got a warrior with no points into con and managed to solo the xebenkeck fight with 313health, 27%dmg resist (10% from potions) and rage demon backstabs don't off me unless I get jumped on by 3 or more at the same time...
The spirit immunity will make the abominations/desire demons less troublesome and the fire resist will make rage demons normal attacks inconsequential. I had the spirit immunity but not the fire immunity.
The main thing to consider is maybe knocking the rage demons out of stealth/underground.
They can't backstab fenris/party members while they're above ground so shouldn't be doing any damage.
The key spell to use would be cone of cold - otherwise using a dog (rage demon backstab sponge) and maybe force mage talents will have to do. If you pump fenris with a little more con and micro him (e.g. so you can dodge attacks and drink potions when necessary) you can actually make use of the damage to deal more damage.
It won't be as effective as what a reaver hawke can do (+400%) but +200% is still pretty nice!
I just did it in 1:45 so I'll upload it in a bit. I think it becomes a lot easier if you kill the rage demons before the second lot arrives. Killing two at the same time isn't quite as tough as killing four.
Modifié par mr_afk, 27 mai 2011 - 02:22 .
#14
Posté 27 mai 2011 - 05:03
Here's the Xebenkeck solo I mentioned. I also did it with a party but as I am yet to beat ~34 seconds (what Jack-Nader got) there's no point recording/uploading it.
(btw, If your name is Jack-Nader and you are reading this then HURRY UP AND POST A VIDEO OF IT!!! I really want to see how you did it..
)
Xebenkeck Solo:
Not sure how useful this is for your mage, but hopefully you can see the difference that dmg resist/hp has on backstabs (they don't one shot you) and how elemental weaknesses are very useful (nature/electricity against xeb, spirit/electricity against revenant - cold against rage demons would also be helpful).
In a party setup it's largely about getting the enemies to focus on your tank/warrior and away from your weaker ranged companions. Goad/Armistice can help here, as does simply drawing lots of threat with your warrior.
Using microing and spirit/fire immunity you can keep your warrior alive at lower levels of hp - which will increase the damage of fenris and the survivability of both aveline/fenris (as backstabs only happen so often). An important trick to use is if you see a rage demon dive into the ground, either run and put your dog inbetween you and the rage demon or use a health pot.
In terms of which warrior companion to use (if you use one), Aveline's stun immunity (via abilities or dlc ring), ability to use nature/spirit weapons (same ones I used in the vid) as well as her higher damage resist/hp will allow her to deal pretty solid damage and maintain survivability.
Fenris can deal pretty solid damage, especially in conjunction with the dlc 2H empress's point, has a pretty nice reaver-esque ability which will increase his damage when he gets injured, but with the side effect of having much lower survivability due to his lack of stun immunity and lower damage resistance (he will get stunned and rage demons will jump all over him).
Hopefully this helps. I gave up on staying in the room with my spirit mage. I hadn't yet discovered the awesome damage potential of S&S builds (aveline can become an utter beast) and without cold spells it is hard to deal enough damage to kill rage demons fast- so you end up dealing with 4 or so at the same time. Not fun.
(btw, If your name is Jack-Nader and you are reading this then HURRY UP AND POST A VIDEO OF IT!!! I really want to see how you did it..
Xebenkeck Solo:
Not sure how useful this is for your mage, but hopefully you can see the difference that dmg resist/hp has on backstabs (they don't one shot you) and how elemental weaknesses are very useful (nature/electricity against xeb, spirit/electricity against revenant - cold against rage demons would also be helpful).
In a party setup it's largely about getting the enemies to focus on your tank/warrior and away from your weaker ranged companions. Goad/Armistice can help here, as does simply drawing lots of threat with your warrior.
Using microing and spirit/fire immunity you can keep your warrior alive at lower levels of hp - which will increase the damage of fenris and the survivability of both aveline/fenris (as backstabs only happen so often). An important trick to use is if you see a rage demon dive into the ground, either run and put your dog inbetween you and the rage demon or use a health pot.
In terms of which warrior companion to use (if you use one), Aveline's stun immunity (via abilities or dlc ring), ability to use nature/spirit weapons (same ones I used in the vid) as well as her higher damage resist/hp will allow her to deal pretty solid damage and maintain survivability.
Fenris can deal pretty solid damage, especially in conjunction with the dlc 2H empress's point, has a pretty nice reaver-esque ability which will increase his damage when he gets injured, but with the side effect of having much lower survivability due to his lack of stun immunity and lower damage resistance (he will get stunned and rage demons will jump all over him).
Hopefully this helps. I gave up on staying in the room with my spirit mage. I hadn't yet discovered the awesome damage potential of S&S builds (aveline can become an utter beast) and without cold spells it is hard to deal enough damage to kill rage demons fast- so you end up dealing with 4 or so at the same time. Not fun.
Modifié par mr_afk, 27 mai 2011 - 05:14 .





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