Frost Weapons vs Flaming Weapons
#26
Posté 06 décembre 2009 - 11:55
I know the obvious thing would be to give the item to the mage, but am just thinking if got multiple items with element damage bonus and whilst I know I could test it, I figured might as well ask here to see if someone knows the true answer?
#27
Posté 06 décembre 2009 - 12:04
#28
Posté 06 décembre 2009 - 03:11
Matthew Young CT wrote...
they don't slow down the enemies. they are identical other than fire weapons doing fire damage and cold weapons doing cold damage.
can people who know nothing please stop spreading nonsense
like this: Frost weapons work on Dog/Shale and Mage staves while fire doesn't.
complete unmitigated nonsense. none of the weapons work on mages, and they all work on dog and shale.
There's an effect order thing that comes into play. I used to think that the bard song didn't work on Shale. That's because the Bard was already singing the song when I brought Shale into the party. The game doesn't recheck/apply when reviving, recruiting, etc. To get the effect to apply, you have to stop the effect and start it again.
Things like this can make it so that people think effects don't work in some circumstances, when really it's a game bug.
#29
Posté 06 décembre 2009 - 03:17
#30
Posté 23 décembre 2009 - 06:35
#31
Posté 23 décembre 2009 - 07:17
#32
Posté 27 décembre 2009 - 10:34
I've noticed that problem. You have to cancel everything and re-buff whenever you change party members.Koralis wrote...
Matthew Young CT wrote...
they don't slow down the enemies. they are identical other than fire weapons doing fire damage and cold weapons doing cold damage.
can people who know nothing please stop spreading nonsense
like this: Frost weapons work on Dog/Shale and Mage staves while fire doesn't.
complete unmitigated nonsense. none of the weapons work on mages, and they all work on dog and shale.
There's an effect order thing that comes into play. I used to think that the bard song didn't work on Shale. That's because the Bard was already singing the song when I brought Shale into the party. The game doesn't recheck/apply when reviving, recruiting, etc. To get the effect to apply, you have to stop the effect and start it again.
Things like this can make it so that people think effects don't work in some circumstances, when really it's a game bug.
#33
Posté 04 janvier 2011 - 05:37
but, who am I to guess
basic equation format (in theory
avg frost reststance across game (total points, including negitive) = avg fire reststance across game (total points, including negitive)
In theory, of course. but some trees start out weaker than others because the end of it is more powerful. but together they are equaly useful as any other tree? idk
#34
Posté 04 janvier 2011 - 05:38
#35
Posté 05 janvier 2011 - 05:26
Fire does more damage because its supposed too, also fire resistance is alot more common in the game then frost resistance.
Fire basicaly caps at +20 damage while Frost caps at +10 damage. Stacking the -resistances hexs drasticaly improves this. I highly suggest useing poisons for nature damage, stacked with fire and cold, and all 4 -resist debuffs(They stack from differant mages).
In a experiment I did this with 3 Mages and Ohgren duel dagger Berserker/Reaver and had him doing insane amounts of damage (I also threw in telekinetic weapons)
#36
Posté 08 janvier 2011 - 12:54
JJM152 wrote...
Maybe it's weaker to compensate for how retardedly over powered cone of cold is?
COC is also bugged that's why most enemies (like magic resistant Dwarves....) can't escape/resist it thank goodness for PC bug fixing mods.





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