Short Questions Thread

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Nitz
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Feeles wrote:I remember i have red that str boost bloodmage dmg.. is that true? Can someone explain merc dmg dinamics?



All mercs: Heroic Strength
Per strength point: Enhanced Weapon Damage +1%
Per strength point: Regenerate Life +1
Per strength point: +0.25 Energy Factor to Spell Damage

A3 mercs:
Starts with 200 energy, +20 energy per level
Unearthly Power: +250 energy factor to spell damage, +5 per level
Warp Armor: total defense +250%, +10% per level

Heroic strength at 500 str (what they have at 120 pretty much anyways is 125. 600 str = 150. 25 more on top of 975 doesn't sound like much.

They already have like 850 energy factor for being lvl 120. Add the 125 for having 500 str and you have 975.

So a lvl 120 a3merc with 500 str has 975 energy factor and 2600 energy. Give him 100 str and he has 1000 energy factor... pretty useless it seems. In the same breath TCD is pretty useless too. They don't use WDM so enhanced WDM is pretty weak too and regenerate life well ya know (in the case of bloodmage - he has inner fire to heal himself anyways). Pretty useless all together.

Energy factor stuff - those stats are like 400 to spell damage - 450 is max, if you get his energy to 3500 he will have 440%

Just give him high def gear crafted and blessed with a shrine that boosts his main elemental spell (Bloodmage=fire) and MO'd with main elemental dmg, magic find.
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Feeles
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Nitz wrote:
Feeles wrote:I remember i have red that str boost bloodmage dmg.. is that true? Can someone explain merc dmg dinamics?



All mercs: Heroic Strength
Per strength point: Enhanced Weapon Damage +1%
Per strength point: Regenerate Life +1
Per strength point: +0.25 Energy Factor to Spell Damage

A3 mercs:
Starts with 200 energy, +20 energy per level
Unearthly Power: +250 energy factor to spell damage, +5 per level
Warp Armor: total defense +250%, +10% per level

Heroic strength at 500 str (what they have at 120 pretty much anyways is 125. 600 str = 150. 25 more on top of 975 doesn't sound like much.

They already have like 850 energy factor for being lvl 120. Add the 125 for having 500 str and you have 975.

So a lvl 120 a3merc with 500 str has 975 energy factor and 2600 energy. Give him 100 str and he has 1000 energy factor... pretty useless it seems. In the same breath TCD is pretty useless too. They don't use WDM so enhanced WDM is pretty weak too and regenerate life well ya know (in the case of bloodmage - he has inner fire to heal himself anyways). Pretty useless all together.

Energy factor stuff - those stats are like 400 to spell damage - 450 is max, if you get his energy to 3500 he will have 440%

Just give him high def gear crafted and blessed with a shrine that boosts his main elemental spell (Bloodmage=fire) and MO'd with main elemental dmg, magic find.


I was going for old style sacred honorific, MOing fire spell + ed + tcd + mf, weapon fcr and energy factor to spell dmg (80 ef)... I tested this already on abjurer for totemancer, and he has 500k++ def and good killspeed..

Are crafts really better? Maybe dmg wise yes... But honirific seems worthy to make them a bit tanky.. or am i wrong?
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Nitz
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Feeles wrote:I was going for old style sacred honorific, MOing fire spell + ed + tcd + mf, weapon fcr and energy factor to spell dmg (80 ef)... I tested this already on abjurer for totemancer, and he has 500k++ def and good killspeed..

Are crafts really better? Maybe dmg wise yes... But honirific seems worthy to make them a bit tanky.. or am i wrong?


Do ilvl 1 crafts mo firespell dmg, ed and MF. FCR on the weapon sure (Have you checked the breakpoints?, but spell dmg is better than energy factor.

Crafts have higher spell damage and the -enemy res increases the damage much much more than honorifics ever could.
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Feeles
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Nitz wrote:
Feeles wrote:I was going for old style sacred honorific, MOing fire spell + ed + tcd + mf, weapon fcr and energy factor to spell dmg (80 ef)... I tested this already on abjurer for totemancer, and he has 500k++ def and good killspeed..

Are crafts really better? Maybe dmg wise yes... But honirific seems worthy to make them a bit tanky.. or am i wrong?


Do ilvl 1 crafts mo firespell dmg, ed and MF. FCR on the weapon sure (Have you checked the breakpoints?, but spell dmg is better than energy factor.

Crafts have higher spell damage and the -enemy res increases the damage much much more than honorifics ever could.


Oh right, this should be best option! Tyvm.
DaddyDale
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Where can i report a player or be reimbursed for something? purchased an item through auction and sent the seller a message. they have since been on and I'm assuming just ignored my message because they didn't ever reply....idk.
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Nitz
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DaddyDale wrote:Where can i report a player or be reimbursed for something? purchased an item through auction and sent the seller a message. they have since been on and I'm assuming just ignored my message because they didn't ever reply....idk.


Scroll down there is a box with "Forum" and on the right side - "contact us" "Delete board cookies" "all times are.."

Feeles wrote:Oh right, this should be best option! Tyvm.



There is a cookie button for Tyvm^^
qweqwe
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Nitz wrote:
Feeles wrote:I was going for old style sacred honorific, MOing fire spell + ed + tcd + mf, weapon fcr and energy factor to spell dmg (80 ef)... I tested this already on abjurer for totemancer, and he has 500k++ def and good killspeed..

Are crafts really better? Maybe dmg wise yes... But honirific seems worthy to make them a bit tanky.. or am i wrong?


Do ilvl 1 crafts mo firespell dmg, ed and MF. FCR on the weapon sure (Have you checked the breakpoints?, but spell dmg is better than energy factor.

Crafts have higher spell damage and the -enemy res increases the damage much much more than honorifics ever could.


how to do ilvl 1 crafts?
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SwineFlu
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qweqwe wrote:how to do ilvl 1 crafts?

Rare Item + Rare Ring + Rare Amulet -> ilvl 1 Rare Item.
KratosTheAxeman
Pit Knight
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I've currently got my Barbarian specced into a Throw-barb, and I've pretty much run the entire game with
Shroud Royal
Shroud Royal
Full Plate Mail (4)

Defense: (336 - 390) to (676 - 786)
Required Level: 11
Required Strength: 35
Item Level: 29
Additional Strength Damage Bonus: 0.01171875%
+(1 to 2) to Vanquish
+(35 to 57)% Enhanced Defense
(3 to 5)% to All Attributes
Physical Damage Reduced by (7 to 10)
(6 to 8)% Gold Find
(6 to 8)% Magic Find
Socketed (2)
Defense: (1082 - 1213) to (2067 - 2318)
Required Level: 28
Required Strength: 70
Item Level: 40
Additional Strength Damage Bonus: 0.015625%
+(5 to 6) to Vanquish
+(81 to 103)% Enhanced Defense
(9 to 11)% to All Attributes
Physical Damage Reduced by (15 to 18)
(10 to 12)% Gold Find
(10 to 12)% Magic Find
Socketed (4)
Defense: (2707 - 2983) to (5055 - 5570)
Required Level: 46
Required Strength: 245
Item Level: 67
Additional Strength Damage Bonus: 0.01953125%
+(9 to 10) to Vanquish
+(126 to 149)% Enhanced Defense
(15 to 17)% to All Attributes
Physical Damage Reduced by (23 to 26)
(14 to 16)% Gold Find
(14 to 16)% Magic Find
Socketed (5)
Defense: (4043 - 4401) to (7534 - 8200)
Required Level: 54
Required Strength: 490
Item Level: 85
Additional Strength Damage Bonus: 0.0234375%
+(11 to 12) to Vanquish
+(149 to 171)% Enhanced Defense
(18 to 20)% to All Attributes
Physical Damage Reduced by (27 to 30)
(18 to 20)% Gold Find
(18 to 20)% Magic Find
Socketed (6)
; is there anything I can go for to upgrade from it; or is this one of the best items I'm going to get for a throw-barb? Also! What is the Ultimative skill, and what does it do?
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ChuckNoRis
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Erawan

Erawan
Body Armors

'LemKoCham'
Runeword Level: 83
15% Combat Speeds
5% Chance of Crushing Blow
+(144 to 171)% Enhanced Defense
(27 to 30)% to Strength
(27 to 30)% to Vitality
Physical Resist (13 to 15)%
(15 to 20)% Bonus to Defense
is the first upgrade you can acces

go 2 pages behind to read about ultimative.

use the search function next time , it's a very high probability that you find the answer to all your questions
Edited by ChuckNoRis 8 years.