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Messages - Torstein159

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1
General Discussion / Re: Mastery Questions of Certain Skills
« on: 10 February 2020, 11:35:13 »
By the way, one question I asked earlier hasn't been answered yet. Does the damaged reduced by the undead from Spirit Ward and the increased damage to the undead from Spirit Bane affect all damage or just physical damage?
- %damage to race and X damage to race both apply to all your attacks and spells [maybe even retaliation]. The % increases your actual damage dealt, while the flat is in itself a damage type which can't really be scaled (and is generally too low in game to be usable).

Both apply to all damage types, not only physical.

3
General Discussion / Re: Mastery Questions of Certain Skills
« on: 05 February 2020, 11:49:07 »
Hello, I'll try to answer the ones left:

- yes, a charged Onslaught will affect all of your other skills, it's only about keeping the charges active. Even with 1/12 charges active, all of the synergies will be at their maximum level, it's only the base skill that scales based on your charge level. Having 2 LMBs is possible but rarely super efficient from what I know.

- Concussive Blow affects all of your stuns no matter if they come from a weapon attack or a spell. All you need is to wear an axe or a club.
- Armor Handling isn't a top tier necessity, but the armor absorption is useful regardless, mage gear has armor rating too after all, sometimes as high as the melee armor. Reduction to requirements is very useful when you're splitting your attributes.

- Finesse: OA affects only melee attacks, so it's not useful when playing with a ranged weapon, although it will affect your melee pets' OA and your allies in MP

- Throwing Knives benefit from all damage from your gear BUT not from your weapon/shield. They take the damage from your auras / LMB too.
- Traps are pets, so they benefit only from pet bonuses and auras active on them

- Earth Enchantment and other auras benefit everyone who's in the radius, so: yes, as long as you're close enough to your pet

- Reflect uses the same type of damage that has been dealt to you. If you get hit by fire damage, you'll reflect with x% of that fire damage back to your attacker. Reflect works with all types of attacks, unlike retaliation, which activates only when you get hit in melee combat

- Your attributes and your damage do not affect your pets in any way

- Deathchill Aura is the most important skill in Spirit, I can't imagine not picking it with a character. You can't avoid being in melee range 100% of the time.
- Not 100% sure here, but I'm inclined to say that Fumble stacks.
- %damage to race and X damage to race both apply to all your attacks and spells [maybe even retaliation]. The % increases your actual damage dealt, while the flat is in itself a damage type which can't really be scaled (and is generally too low in game to be usable).

- All Reflect should stack, yes

- Runeword: Burn works in melee, but it won't create the fragments like a ranged weapon
- Reckless Offense requires dual wielding melee or thrown weapons; Rune Weapon works with everything except staves; Thunder Strike works with all weapons

Not sure what Medea meant with the Flush Out, it simply applies the debuff, in any range, with any weapon. Unless she meant specifically the reduced DA, which indeed only benefits you if you or your allies / pets attack in melee. The reduction to resistances always works though.

4
General Discussion / Re: A Fitting Offering Chance
« on: 12 January 2020, 16:50:41 »
No idea about the odds, but I've never gotten pierce res before. Only fire, cold, lightning, and poison. When you start an accomplished hero, the reward for that quest is always 5% poison resistance.

5
A few points:
- I don't see 80% dmg absorption in your build Torstein, although it's quite huge with Warfare BS and the Dream Toc at max levels
- You don't use much the dream sleep skill in your videos. Maybe because this skill + war horn and Distort reality are redundant CC skills.
- Instead of the dream Sleep skill, the distortion wave maybe better because of chaotic resonance. Have you tried it ? (i am not sure actually it that works on a physical damage on staff...)
- BS + ToC + Distortion Field + Sacred Rage = pretty sure it adds up, maybe you forgot about the granted skill
- I don't use Sands of Sleep too much but the Doppel does, iirc
- I don't plan on playing vanilla anymore so I can't be bothered

6
General Discussion / Re: thrower haruspex questions
« on: 28 December 2019, 01:05:21 »
Jagged Silk has innate 50% projectile piercing too, because Ragnarok, so you're pretty much set

7
General Discussion / Re: thrower haruspex questions
« on: 27 December 2019, 23:30:30 »
Question 1 : I read that psionic touch is worse than marksmanship  regarding dmg.
You did the calculations but you can't forget that your gear matters. What weapon is it, do you have bonuses to those damage types, etc.
It will depend on whether you have Atlantis or not, and if you're using a bow or a thrown, how many available points you have (PT is cheaper). There's few 0-1 answers like A is better than B.
Psionic Beam will reduce the number of charges and add the chance to pass through, they never fixed it to work only for staves.

Question 2:  EBD from ToW,  DR and Psionic burn stack?
DoT from different sources stacks.

Question 3: I suppose that elemental  RR from Flush out reduces resists also for EBD. Correct?
Yes. Elemental = fire, burn, cold, frostburn, lightning, EBD

8
Look at your quest log, there might be some hint there or checklist, I'm not sure. Maybe it's bugged, I wouldn't be surprised.

9
Pretty sure you need to kill 3 quest bosses before the gate opens, just explore everything i guess or at least run through to find them

10
New Projects / Re: [WIP] Shadow Champions (Mastery Mod) - WNG
« on: 26 December 2019, 20:56:12 »
The time has come.

Shadow Champions is officially going to be released tomorrow! That doesn't mean all work is done, but we're comfortable calling it a real deal. Tomorrow afternoon you'll be able to download SC through Steam Workshop, forum, or our Discord (the link to which is included below). We both feel a bit exhausted after many months of working on this project, so we'll try to enjoy a small break from it. Thanks to everyone who has kept on following this project, it would have taken much longer without the beta testing and your help. Special thanks to @sauruz , @mvlad954 , @nargil66 , @Endymion |'>'|/

Also, if you are interested, MrFae agreed to stream this mod either next Monday (30th December) or Tuesday (31st December). It will be a nice occasion to see the mod and also end the year.

https://discord.gg/82e7dAz

- WNG & Tor

11
General Discussion / Re: Atlantis - battle standard useless?
« on: 26 December 2019, 20:35:30 »
BS is still bs, don't worry. It scales like a pet so it will get more health with difficulty and the yeti quest. Even with the new Atlantis skills it's still top-tier.

12
Music / Re: What Music are You Listening to now?
« on: 08 December 2019, 16:55:56 »


Perfectly nonintrusive and calming

I can't recommend Nest enough

13
New Projects / Re: [WIP] Shadow Champions (Mastery Mod) - WNG
« on: 07 December 2019, 20:25:11 »
|'>'|/
A bit of news regarding the difficulty settings of SC and the soon-to-come release.

I'm afraid we won't be able to fully complete the Atlantis rework before the first release, but we will try to do as much as we can. You can expect the leftover work to be included in an update not too long after the initial release.

We have decided not to include an xmax version nor the 6-players one, and we discourage you from requesting it. Instead what we will offer is 3 difficulty variants which will provide extra challenge for more demanding players, each with suitable rewards, of course. They won't increase the number of mobs, but will give handicaps to the player, as listed below. The 2 harder versions will change the resistance cap to 85%.
I won't mention the boss and hero reworks which in itself should prove a bit more challenging. No content will be exclusive to difficulty variants.

Lux - the base setting won't change much and is the one you should probably start with.
Umbra - small resistance penalty (elemental and pierce), increased potion and scroll CD, more exp but less exp regained after dying, tougher enemies, more loot and higher chance for better loot
Abyssus- bigger resistance penalty (elemental, pierce, physical, secondary), further increased potion and scroll CD, even less exp regained after dying, much tougher enemies, more loot and higher chance for better loot

14
Ideas and Suggestions / Re: Legion of Champions: Atlantis
« on: 07 December 2019, 13:47:14 »
Few small things I've noticed:

- Disarm Traps (tier 2) is available at tier 1
- Charm completion bonuses have pet bonuses, but they don't display when you socket them, not sure if you were aware
- I think one skill isn't visually connected to its tree, I don't recall which one, I'll try to recheck and edit this later

- Nature's skill tree seems to be lacking 2 skills, what are you planning to add?

I like the MI set idea and the AoE stun you gave to bats, as well as changing the quest monsters (drowned sailors)

15
It surely doesn't happen anymore. I haven't even heard of this problem before, but pets still use their synergies and base skills no matter which level. I clearly recall Lich King and Outsider using their skills at max level, and I checked just now in Shadow Champions too.

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