Short Questions Thread

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Crash
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rugby_1 wrote:Currently preparing a fire sorc for farming/bossing. I got some good gear from my old fire pally that I can transfer over. One question I have is - what is the better elemental secondary? Is Cold the better option for the Ice elementals or should I just stick to Fire & pump a bit into poison passives (I know poison doesn't count as an elemental). Looking for an advice from experienced fire sorcs.


poison does count as elemental.

ice is good for the elemental summons if you need things to tank for you as you complete ubers. eventually, endgame, as far as I'm aware, most fire sorcs select poison for the additional physical resist in later ubers and labyrinth + the extra %life and spell dmg. poison doesn't need as many points to get a good benefit compared to cold or lightning.
rugby_1
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Crash wrote:
rugby_1 wrote:Currently preparing a fire sorc for farming/bossing. I got some good gear from my old fire pally that I can transfer over. One question I have is - what is the better elemental secondary? Is Cold the better option for the Ice elementals or should I just stick to Fire & pump a bit into poison passives (I know poison doesn't count as an elemental). Looking for an advice from experienced fire sorcs.


poison does count as elemental.

ice is good for the elemental summons if you need things to tank for you as you complete ubers. eventually, endgame, as far as I'm aware, most fire sorcs select poison for the additional physical resist in later ubers and labyrinth + the extra %life and spell dmg. poison doesn't need as many points to get a good benefit compared to cold or lightning.


I thought poison didn't count - good to know you would have saved me a respec. Thanks for the insight - Fire + Poison it is then once I gear up a merc.
patrick_pkl
Gravedigger
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revolut1oN wrote:As mortimer said, Serenthia's. Panthera's dps will end up so much lower when clearing packs that the extra 50% magic find will not do anything for you since it makes you waste much more time killing mobs. With Serenthia you jump once, maximum twice, and forget. In case of Panthera's you must commit into getting high poison pierce which is not so easy for Spearzon (since you lose stunning 60% from Serenthia's). Not to mention boosting your Curare with all skills and Physical Resist which Spearzons again lack usually. Imo this SU is really a gamechanger and lets you farm really cost efficiently, considering how cheap the character is.
Currently my Zon with Serenthia's is running at ~250% magic find which is basically what you should aim for (and I don't even have that much MF gear, for example no lilith's temptation). More has heavy diminishing returns anyway and might affect your damage too much.

Generally my rule of thumb is to make sure that your Curare is freaking strong. Only then try to gather extra MF. In case of Spearzon we don't really benefit that much from Mystic Orbs, so that's a convenient way of getting some free MF, just MO it all with MF, you don't have any better alternative anyway, even considering UMO's. They won't increase your kill speed dramatically (since damage is all about -%poison rest and +skills) and survivability is OK without them to the point you will never die in Fauzt as long as you jump around (mine has 15k hp, 40% physical res and 1mil defence, on top of that some LL and around 200 laek).


Thanks. I realize I actually have Serenthias in my mule. I actually wanted to try out the spearzon set but guess I'll switch to Serenthias for farming fauz
Jokjok
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Cheno wrote:
Jokjok wrote:Does +x to all skills modifier from gear and charms affect procs, i mean does iz increase lvl of proc?


Proc levels are static.

Thank you. I forgot to ask, what about missile/projectile count from gear, for example xorine ring for punisher procs, does it increase number of punishers from procs or only for casting spells?
Semigloss
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Jokjok wrote:
Cheno wrote:
Jokjok wrote:Does +x to all skills modifier from gear and charms affect procs, i mean does iz increase lvl of proc?


Proc levels are static.

Thank you. I forgot to ask, what about missile/projectile count from gear, for example xorine ring for punisher procs, does it increase number of punishers from procs or only for casting spells?


Some do and some don't. It's one of those things you sort of have to test out on your own. I do believe xorienes does though.
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hellgrind
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Semigloss wrote:
Jokjok wrote:
Cheno wrote:
Jokjok wrote:Does +x to all skills modifier from gear and charms affect procs, i mean does iz increase lvl of proc?


Proc levels are static.

Thank you. I forgot to ask, what about missile/projectile count from gear, for example xorine ring for punisher procs, does it increase number of punishers from procs or only for casting spells?


Some do and some don't. It's one of those things you sort of have to test out on your own. I do believe xorienes does though.



The lvl in wdm proc i.e arrow,knife only determinate the travel distance. As for if you have in gloves lvl 1 arrow proc and in armor lvl 15 with the same % of chance to proc the lvl 15 arrow will travel further before it diesappear.

p.s correct me if im wrong :)
Diaco
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What's the new amount of energy required to cap energy synergy now?
Cheno
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Diaco wrote:What's the new amount of energy required to cap energy synergy now?


As far as I can tell, there is technically no hard cap but the curve will begin to flatten out more and more once you get above 2.5k energy. Going from 2.5k to 3.5 energy is just about 5% higher synergy so being somewhere around 2k-2.5k is a good place to be. Don't go out of your way to get more than that, unless you're using some spell that specifically scales directly with energy.
mortimer_85
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Diaco wrote:What's the new amount of energy required to cap energy synergy now?


Synergy from Spell Focus is now independent of energy and simply is SF/10 with cap at 100%.
The synergy from energy only was stretched and halved due to damage squish.

The theoretical cap is now 129% at 61900 energy.

Some breakpoints:
1580 100
1652 101
1729 102
1812 103
1900 104
1996 105
2100 106
2214 107
2337 108
2472 109
2620 110
2785 111
2967 112
3171 113
3400 114
3660 115
3958 116
4300 117
4700 118
5173 119
5740 120
6434 121

So assuming that you have capped synergy from SF - the last 10% Total damage increase (from 100% to 120% from energy alone) needs quite some investment.
In most cases it is not worth getting more than 2k ene now - unless you need more mana for sustain.
patrick_pkl
Gravedigger
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Sorry, is there a guide somewhere explaining on what affects elemental damage from weapons? i.e. non-spellcaster
e.g. curare, skills that convert physical to elemental damage, +250-500 elemental damage on weapons

Could someone also explain what an 'elemental base' is, and 'innate elemental damage'?