Final Thought or Malcolms Staff...Which is more powerful? Which do you use more?
#1
Posté 28 juin 2011 - 04:18
#2
Posté 28 juin 2011 - 06:28
FT will always have more damage, as Malcolm's Honor caps out at 47. At lesser levels the difference is even more noticeable. Plus FT has a HUGE +33% nature damage, AND a rune slot to put Primeval Lyrium Rune. Additionally, there is much more +nature% damage in the game to boost it, including Poisonwood Locket and Robes of Unblemished Cleanliness.
Ironically, a mage that uses spirit damage would prefer FT to MH because of the huge +spirit bonus. The only situation where MH is clearly better is when autoattacking Spirit-weak demons and undead.
#3
Posté 28 juin 2011 - 02:54
The best staff is the one your enemey is weakest too. A few points in base damage is irrelevant.
#4
Posté 28 juin 2011 - 03:29
The best staff for autoattacking is usually the one your enemy is weakest to, but no generic has a Rune Slot for attacking ~35% faster! That is significant compensation when combined with the +33% damage, and may possibly be even stronger.
What about spells? Final Thought has the biggest +% damage in the game. If your focus is Spirit damage, Final Thought is the best in the game period. 4 top end damage from a generic staff will not compensate for the +4 magic and 33% bonus. (Sadly Hawke has no Nature damage spells to benefit from!)
Lastly, you're misinformed on the soft cap on +elemental damage. Maybe what you said is true for Warriors, but not so with Mages. This is a simplistic comparison, since these are only end game amounts and don't factor in relative power while leveling, but what I found is that Nature is actually tied for first:
Fire Cold Elec Nature Spirit
Staff 16 0 0 33 33
Head 10 10 10 10 10
Chest 24 24 24 24 17
Arms 4 4 3 4 4
Boots 6 6 0 6 6
Ammy 10 10 0 12 7
Belt 5 5 4 5 5
Ring 24 5 24 5 5
Ring 5 5 4 5 4
Fire - 104%
Cold - 69%
Electricity - 69%
Nature - 104%
Spirit - 91%
Cold and Elec have no +% damage on a weapon unless they downgrade to staves with 37 damage (Cold-blooded, +30% cold) or 42 damage (Corrupted Acolyte Staff, +16% elec). Factoring these in would be counter intuittive.
However, the comparison is mostly academic. Why would you gear up your Hawke with sub-optimal generic gear just for your staff attack? In general, it's not wise to stack any one particular element. Unlike Warriors and Rogues, Mages have many elements they can take advantage of at the same time. Unless you have a specific target in mind, it makes more sense is to gear up using the best gear available and spam those spells. Your damage output will be far greater than focusing on a single element.
Modifié par thendcomes, 28 juin 2011 - 06:04 .
#5
Posté 28 juin 2011 - 04:50
thendcomes wrote...
They are both pretty great, but definitely Final Thought.
FT will always have more damage, as Malcolm's Honor caps out at 47. At lesser levels the difference is even more noticeable. Plus FT has a HUGE +33% nature damage, AND a rune slot to put Primeval Lyrium Rune. Additionally, there is much more +nature% damage in the game to boost it, including Poisonwood Locket and Robes of Unblemished Cleanliness.
Ironically, a mage that uses spirit damage would prefer FT to MH because of the huge +spirit bonus. The only situation where MH is clearly better is when autoattacking Spirit-weak demons and undead.
At lvl.26, MH does 50 spirit damage. I don't think any of the "improves with lvl.up" items have a cap. They lvl.up until you reach your characters lvl. hard cap (wich is impossible by normal means), if I understand correctly.
One question though. The +33% nature damage on Final thought is basically useless on everyone except Merrill, as she is the only one that has nature spells, right? Or maybe, if you slap a nature rune on it, but then that's not much of a bonus then, since one nature rune doesn't really add much damage anywayz.
Modifié par Relix28, 28 juin 2011 - 04:52 .
#6
Posté 28 juin 2011 - 05:33
The Nature modifier is not useless since the staff does Nature damage, but you're right that only Merrill has Nature spells. I'm pretty sure those +element modifiers on weapons do not get affected by +element% modifiers.
Modifié par thendcomes, 28 juin 2011 - 05:37 .
#7
Posté 28 juin 2011 - 09:56
#8
Posté 28 juin 2011 - 10:07
thendcomes wrote...
The answer is neither to what question? LOL. Though you bring up a good point, you overestimate the power of generic staves. Generic staff damage is tied to your level. 52 damage is the highest I think I saw, but that's at level 26-27. What about the person who will never reach that high?
The best staff for autoattacking is usually the one your enemy is weakest to, but no generic has a Rune Slot for attacking ~35% faster! That is significant compensation when combined with the +33% damage, and may possibly be even stronger.
What about spells? Final Thought has the biggest +% damage in the game. If your focus is Spirit damage, Final Thought is the best in the game period. 4 top end damage from a generic staff will not compensate for the +4 magic and 33% bonus. (Sadly Hawke has no Nature damage spells to benefit from!)
Lastly, you're misinformed on the soft cap on +elemental damage. Maybe what you said is true for Warriors, but not so with Mages. This is a simplistic comparison, since these are only end game amounts and don't factor in relative power while leveling, but what I found is that Nature is actually tied for first:
Fire Cold Elec Nature Spirit
Staff 16 0 0 33 33
Head 10 10 10 10 10
Chest 24 24 24 24 17
Arms 4 4 3 4 4
Boots 6 6 0 6 6
Ammy 10 10 0 12 7
Belt 5 5 4 5 5
Ring 24 5 24 5 5
Ring 5 5 4 5 4
Fire - 104%
Cold - 69%
Electricity - 69%
Nature - 104%
Spirit - 91%
Cold and Elec have no +% damage on a weapon unless they downgrade to staves with 37 damage (Cold-blooded, +30% cold) or 42 damage (Corrupted Acolyte Staff, +16% elec). Factoring these in would be counter intuittive.
However, the comparison is mostly academic. Why would you gear up your Hawke with sub-optimal generic gear just for your staff attack? In general, it's not wise to stack any one particular element. Unlike Warriors and Rogues, Mages have many elements they can take advantage of at the same time. Unless you have a specific target in mind, it makes more sense is to gear up using the best gear available and spam those spells. Your damage output will be far greater than focusing on a single element.
Don't forget about talent points.
You can get +50% Fire, and +25% Cold/Electricity/Spirit, but not nature.
I've found that against enemies that aren't fire immune, it's well worth it to keep your best fire staff (the Keepers Staff) and use the amazing +154% bonus to fire damage. Add in a nice rune of devastation for 10% more damage.
Use crowd control spells and fire spells for the most part, while backing them up with a bit of electricity and cold since you have +25% cold and +48% electricity due to your gear and talent points.
#9
Posté 28 juin 2011 - 10:38
#10
Posté 28 juin 2011 - 11:23
Magus' Goods, Wounded Coast
Staff of the Magister - 10.8g - rare(orange) random
50 cold damage
+17% fire damage
+10 cold damage
blood mage +1
42 mag/con required
25 is obtainable for quite a few players, so i figured I'd fill the gap for that random section.
Modifié par SuicidialBaby, 28 juin 2011 - 11:24 .
#11
Posté 28 juin 2011 - 11:32
thendcomes wrote...
There's no cap, I just interpreted the algorithm wrong. I thought INTEGER function truncates, but I didn't test it in game, so I guess it rounds. The hard cap on experience without using mods or the console is actually 27.5 according to a recent poster http://social.biowar...8/index/7714092
The Nature modifier is not useless since the staff does Nature damage, but you're right that only Merrill has Nature spells. I'm pretty sure those +element modifiers on weapons do not get affected by +element% modifiers.
Wait, I thought FT did physical damage. Does it deal spirit damage also?
#12
Posté 28 juin 2011 - 11:58
thendcomes wrote...
The Nature modifier is not useless since the staff does Nature damage, but you're right that only Merrill has Nature spells. I'm pretty sure those +element modifiers on weapons do not get affected by +element% modifiers.
What's the status of Final Though post 1.03? Does it do spirit or nature? If it's nature, than I don't see the point in the spirit damage bonus. Only spirit bolt, horror and entropic cloud will benefit, and maybe one foot in the grave. Your auto attacks won't benefit, and for a spirit weak enemy you are better off with Malcolm's honor.
Also, you need to consider that spirit, electric, cold and fire get mastery bonuses, making them even better damage wise.
Not to say final though isn't a good staff. It's just not worth the cash IMHO.
#13
Posté 29 juin 2011 - 12:00
Relix28 wrote...
thendcomes wrote...
There's no cap, I just interpreted the algorithm wrong. I thought INTEGER function truncates, but I didn't test it in game, so I guess it rounds. The hard cap on experience without using mods or the console is actually 27.5 according to a recent poster http://social.biowar...8/index/7714092
The Nature modifier is not useless since the staff does Nature damage, but you're right that only Merrill has Nature spells. I'm pretty sure those +element modifiers on weapons do not get affected by +element% modifiers.
Wait, I thought FT did physical damage. Does it deal spirit damage also?
Final Thought does 48 nature damage as of the latest patch
#14
Posté 29 juin 2011 - 12:16
http://social.biowar...8/index/6681852
Only arcane horrors and desire demons are immune to spirit while dalish, undead (includin revenants), spiders, golems and one of the possible end bosses are immune to nature. On the other hand, both bosses are weak to spirit.
#15
Posté 29 juin 2011 - 12:31
Darchon_ wrote...
Relix28 wrote...
thendcomes wrote...
There's no cap, I just interpreted the algorithm wrong. I thought INTEGER function truncates, but I didn't test it in game, so I guess it rounds. The hard cap on experience without using mods or the console is actually 27.5 according to a recent poster http://social.biowar...8/index/7714092
The Nature modifier is not useless since the staff does Nature damage, but you're right that only Merrill has Nature spells. I'm pretty sure those +element modifiers on weapons do not get affected by +element% modifiers.
Wait, I thought FT did physical damage. Does it deal spirit damage also?
Final Thought does 48 nature damage as of the latest patch
Good to know. Thnx for the info.
#16
Posté 29 juin 2011 - 02:56
Mr_Raider wrote...
If I'm to believe the accuracy of this post:
http://social.biowar...8/index/6681852
Only arcane horrors and desire demons are immune to spirit while dalish, undead (includin revenants), spiders, golems and one of the possible end bosses are immune to nature. On the other hand, both bosses are weak to spirit.
Shades. I tried a Spirit Mastery build in Act 2 and the whole damn act is shades.
#17
Posté 29 juin 2011 - 03:03
Mr_Raider wrote...
What's the status of Final Though post 1.03? Does it do spirit or nature? If it's nature, than I don't see the point in the spirit damage bonus. Only spirit bolt, horror and entropic cloud will benefit, and maybe one foot in the grave. Your auto attacks won't benefit, and for a spirit weak enemy you are better off with Malcolm's honor.
It does Nature. What's not to get? If you use Spirit spells, it gives a huge boost. If not, then it doesn't do as much for you. Walking Bomb and maybe Blood Splatter do Spirit as well.
Mr_Raider wrote...
Not to say final though isn't a good staff. It's just not worth the cash IMHO.
When entering Act 3, it's the best staff. Towards the end of Act 3, Malcolm's Honor and generics catch up. What staff to use absolutely depends on what you're facing, but of the best staves, the Final Thought is the only candidate for the Primeval Lyrium Rune, which ups its potential considerably and tips the scales in its favor.
There's no one staff that's best for every situation, but I think Final Thought comes the closest. If that is or isn't worth the money, then that's up to you.
Modifié par thendcomes, 29 juin 2011 - 03:12 .
#18
Posté 29 juin 2011 - 03:16
thendcomes wrote...
It does Nature. What's not to get? If you use Spirit spells, it gives a huge boost. If not, then it doesn't do as much for you. Walking Bomb and maybe Blood Splatter do Spirit as well.
Sadly no. Walking bomb and blood splatter damage are based of enemy health. Even spirit mastery doesn't seem to help.
#19
Posté 29 juin 2011 - 04:32
#20
Posté 29 juin 2011 - 01:14
#21
Posté 30 juin 2011 - 06:07
Modifié par Relix28, 30 juin 2011 - 08:52 .
#22
Posté 30 juin 2011 - 06:12
#23
Posté 30 juin 2011 - 06:22
I went through some 1.02/1.03 patch notes and came across this.
- The items known as Final Thought, Sataareth, Sundering, and Trepanner's Gift now have damage types that match their elemental damage bonuses.
I can comfirm that Sataareth still does fire damage (instead of physical), Sundering still does electricity damage (instad of physical) and Final Thought still does physical (instead of nature). It seems that these fixes didn't apply to my post-patch created games. Can anyone else confirm this?
#24
Posté 30 juin 2011 - 10:45

Those items got +damage% to correspond with their element. I thought it was worded strangely since we thought TFT was getting nature damage to correspond to its +damage%.
Modifié par thendcomes, 30 juin 2011 - 10:56 .
#25
Posté 30 juin 2011 - 11:20
So the only problem seems to be The Final Thought with it's physical damage then. It is basically the same as it was pre-patch. I did manage to fix it (add nature damage) via GFF editor though.





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