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View Full Version : Range, Critical Strike, and Dodge



KIELBASEE555
03-17-2008, 09:10 PM
When you look at the armor, you can get a break down as to where the total comes from. You need the same break down for both threat range and critical strike. there needs to be a CLEAR way to calculate criticals so we can switch back and forth with various weapons. the same apply's to threat range. i notice that there is not a way to see how dodge affects armor and resistances. reflex is one thing and dodge entirely another.
is there a dodge enhancement some where? like a +4 to dodge.

red numbers 35 + 5 + 5 + 5 from the retrobution sword from the threnial house P quest, that is what i miss these days.
now i'm seeing in the vale a hole lot of yellow 15 + white zero + immune + immune. take any kind of flame weapon in the vale and get red 5 + white zero + red 5. as usuall the devs have made vorpals, disruption, or parolizers. THE ONLY THING THAT CAN BE AFFECTIVE!!!!!
and i suppose the shroud weapons are going to be the same disapointment. it dose not matter what we make today, it will be inaffective in mod 7

Vormaerin
03-17-2008, 10:15 PM
Actually, mod 7 sounds like it is going to be mainly more of what we saw in Mod 6, though probably some new kinds of devils. Anyway, the Devs didn't make the creatures that way, that's how they are in D&D. Devils and Demons have a lot of resistances. You just have the wrong weapons. My anarchic of evil outsider bane works on them quite nicely. I do get yellow on the base damage, but then the weapon isn't silver or flame touched iron. Or transmuting. You don't need the power 5 or whatever you were claiming.

So.. bonus damage mods that work: True Chaos, Anarchic, Holy, Pure Good, Evil Outsider Bane, Lawful Outsider Bane. Plus stuff like Righteous and Maiming. Sure is an awfully gimp list, all right. How will I ever find any of those....

Tanka
03-17-2008, 10:28 PM
Shocking also works quite well on all of the devils.