Short Questions Thread

Discuss Median XL!
CallMeCrazySam
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Istaryu wrote:
Serge91 wrote:
CallMeCrazySam wrote:Sets are still mostly not used.


So, no benefit from the change. That's really a shame...


There are some sets that are underrated, for example in my opinion caster zon set is pretty great for farming (but not bosskilling).


By time time you ever have the ability to complete a set, you generally have better gear.
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Johnny Impak
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Vizjun set is absolute boss on trapsin. The only way to beat it is with expensive best in slot gear. It allows you to do everything in the game except Labyrinth past T12 and Samael with minor adjustments
Istaryu
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CallMeCrazySam wrote:
Istaryu wrote:
Serge91 wrote:
CallMeCrazySam wrote:Sets are still mostly not used.


So, no benefit from the change. That's really a shame...


There are some sets that are underrated, for example in my opinion caster zon set is pretty great for farming (but not bosskilling).


By time time you ever have the ability to complete a set, you generally have better gear.


That is why trading exists.
boozek
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will % Drakemaw on Death Blow work without using Solar Flare first?
CallMeCrazySam
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Istaryu wrote:
CallMeCrazySam wrote:
Istaryu wrote:
Serge91 wrote:
CallMeCrazySam wrote:Sets are still mostly not used.


So, no benefit from the change. That's really a shame...


There are some sets that are underrated, for example in my opinion caster zon set is pretty great for farming (but not bosskilling).


By time time you ever have the ability to complete a set, you generally have better gear.


That is why trading exists.


And if you really need a set to progress chances are you aren't going to have TG to trade for the set pieces you need. You can't make the argument to trade one set piece for another either because most set pieces are honestly dogshit compared to gear that you can craft/hono/rw at a comparable state in the game. If you are spending your time trading for *most* set pieces, you end up progressing in the wrong direction and stifling your character.
shatarnaaru
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Hey guys, about the paladin skills hoplite and dragon wyrms, I'm assuming hoplites benefit from an item's +summoned minion damage, but do dragon wyrms also benefit from +summoned minion damage? Or do wyrms only benefit from +spell damage/+fire spell damage. ;-|

Thanks! :D
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suchbalance
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Wyrms scale as if you were casting a fire spell yourself. So they benefit from spell damage, fire spell damage, energy, energy factor and so on.
shatarnaaru
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suchbalance wrote:Wyrms scale as if you were casting a fire spell yourself. So they benefit from spell damage, fire spell damage, energy, energy factor and so on.


Thanks! I thought dragon wyrms might be considered a summon because in the skill description it says you "summon" them :mrgreen: lol. But then I realized the hoplite skill is actually labelled as a summon, where as the dragon wyrms' skill description is labelled as spell. I'm taking things too LITERALLY I guess :mjump:

The interactions between all the different mechanics is so overwhelming at times, especially cause I was just a casual in D2 and MXL is definitly more complicated for me.
Istaryu
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shatarnaaru wrote:
Thanks! I thought dragon wyrms might be considered a summon because in the skill description it says you "summon" them :mrgreen: lol. But then I realized the hoplite skill is actually labelled as a summon, where as the dragon wyrms' skill description is labelled as spell. I'm taking things too LITERALLY I guess :mjump:

The interactions between all the different mechanics is so overwhelming at times, especially cause I was just a casual in D2 and MXL is definitly more complicated for me.


Look at the tags that skills have, that one word makes it all clear.
shatarnaaru
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Istaryu wrote:
shatarnaaru wrote:
Thanks! I thought dragon wyrms might be considered a summon because in the skill description it says you "summon" them :mrgreen: lol. But then I realized the hoplite skill is actually labelled as a summon, where as the dragon wyrms' skill description is labelled as spell. I'm taking things too LITERALLY I guess :mjump:

The interactions between all the different mechanics is so overwhelming at times, especially cause I was just a casual in D2 and MXL is definitly more complicated for me.


Look at the tags that skills have, that one word makes it all clear.


I can't say it's all clear for me (-: Like this part about minion poison damage for example...

Minion poison damage:
The simplest type of poison damage. Since this is not really your damage, nothing that affects you will affect the damage of your minions. So +poison duration, +x poison damage over y seconds, +spell/poison damage don't affect it. The only things that do affect it are the things that affect your minions. These include synergies/+skills, elemental totem, mark of the wild, acid fiend's aura and so on. The only exception to this are the acid fiends. These gain your characters own poison spell damage.


Hoplite synergises with plague, so
Vilehand
Vilehand
Leather Gloves (4)

Defense: 6 to 8
Required Level: 1
Required Strength: 25
Item Level: 1
+(3 to 5)% Bonus to Poison Skill Duration
+(6 to 10)% to Poison Spell Damage
Poison Length Reduced by (31 to 35)%
Socketed (1)
Defense: 70 to 75
Required Level: 17
Required Strength: 50
Item Level: 31
+(0 to 1) to All Skills
+(6 to 8)% Bonus to Poison Skill Duration
+(11 to 15)% to Poison Spell Damage
Poison Length Reduced by (36 to 40)%
Socketed (2)
Defense: 176 to 184
Required Level: 34
Required Strength: 175
Item Level: 51
+1 to All Skills
+(8 to 10)% Bonus to Poison Skill Duration
+(16 to 20)% to Poison Spell Damage
Poison Length Reduced by (41 to 45)%
Socketed (3)
Defense: 243 to 258
Required Level: 43
Required Strength: 350
Item Level: 77
+1 to All Skills
+(11 to 13)% Bonus to Poison Skill Duration
+(21 to 25)% to Poison Spell Damage
Poison Length Reduced by (46 to 50)%
Socketed (4)
for example benefits my own applications of plague, but those same benefits won't work with the hoplite's application of plague? :o :facepalm: :scratch: