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  1. #21

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    Quote Originally Posted by Nightmanis View Post
    Ok so let's do the math on the sneak attack again.

    Full value without TOEE:

    135mp, 70 average sneak damage.

    211.75

    Full Value with TOEE:

    159mp, 70 average sneak damage.

    236.95

    25.2 damage average difference. We're still over 50 damage a hit off of the TF wraps.
    Those numbers do not seem correct. Sneak damage scales 150% with MP. But it looks like you are adding everything--can you break it down?
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  2. #22
    Community Member Nightmanis's Avatar
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    Quote Originally Posted by Saekee View Post
    Those numbers do not seem correct. Sneak damage scales 150% with MP. But it looks like you are adding everything--can you break it down?
    The melee power breakdown is in the big post on the first page, and the sneak attack is based on 15 rogue (8d6) with improved sneak, 3d6 from assassin, strange tidings for +16 damage and either ee backstabber's or epic quiver for +5 insightful totaling 70 damage average.

    The mp without toee is 135 total, which then I plugged it into the mp formula.

    70((100+(135*1.5))/100)= 211.75

    That one is actually even ignoring the 2d6 from shadow scale. With that added we get 232.93.
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  3. #23
    Community Member the_one_dwarfforged's Avatar
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    Quote Originally Posted by Nightmanis View Post
    Boots of Bootiness (Umm....)

    TOEE Wraps (acid vulnerability setup?), slotted with whatever DR bypass works best.
    hook boots, then you dont need consuming darkness unless you play musical necklaces with veriks. though you would still effectively free up the ring slot, just not all the time. also +12 str, strong is good!!! and you probably could trip anything in the game that can be tripped with those on, because of that amazing +2 quality trip bonus...

    where are you going to slot recon, unless toee weaps do actually have two slots? i keep forgetting to look at the one i have laying around... if they do have two slots, obviously good is the best augment to slots there because most of the dr in game that anyone cares about is either good or good+whatever.
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  4. #24
    Community Member Nightmanis's Avatar
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    Quote Originally Posted by the_one_dwarfforged View Post
    hook boots, then you dont need consuming darkness unless you play musical necklaces with veriks. though you would still effectively free up the ring slot, just not all the time. also +12 str, strong is good!!! and you probably could trip anything in the game that can be tripped with those on, because of that amazing +2 quality trip bonus...

    where are you going to slot recon, unless toee weaps do actually have two slots? i keep forgetting to look at the one i have laying around... if they do have two slots, obviously good is the best augment to slots there because most of the dr in game that anyone cares about is either good or good+whatever.
    If my calculations are correct then under no real world circumstances would the toee wraps ever be a DPS increase over the tf wraps. Even if the baddy is healed by fire it's still not gonna matter much.

    Like I stated, if I pull the boots yippy for me. I won't have much of anything for strength anyway SK if I do trip stuff then yay!

    Thinking....12 starting (gasp! I know) +12 boots +2 augment+1 globe+2 litany+2 ship+4 tensers+4 tome+5 primal= 44 buffed. Assuming there's a barb or furyshotter. 46 if I care about a better tome, 48 if I can find a yugo pot. 50 if I go easy on the wisdom.
    Nightmanis De'Corenai 20 Rogue Mechanic or Assassin. Depending on how I feel during the etr.
    Sereine De'Corenai Paladin. Because ETR.

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  5. #25
    Community Member the_one_dwarfforged's Avatar
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    Quote Originally Posted by Nightmanis View Post
    If my calculations are correct then under no real world circumstances would the toee wraps ever be a DPS increase over the tf wraps. Even if the baddy is healed by fire it's still not gonna matter much.

    Like I stated, if I pull the boots yippy for me. I won't have much of anything for strength anyway SK if I do trip stuff then yay!

    Thinking....12 starting (gasp! I know) +12 boots +2 augment+1 globe+2 litany+2 ship+4 tensers+4 tome+5 primal= 44 buffed. Assuming there's a barb or furyshotter. 46 if I care about a better tome, 48 if I can find a yugo pot. 50 if I go easy on the wisdom.
    why only 12 base? what is your wis/stun dc? id think it would be better to favor str over wis because with mp, 2 str is more than just 1 dmg, and i doubt you are stunning ee reavers with even a 50% success rate with a maxed dc (i know im not with a 90ish+ stunning blow dc).

    and yea, with only 50 str, maybe you wouldnt be able to trip everything but some stuff probably, if you get the hook boots.
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  6. #26

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    Quote Originally Posted by Nightmanis View Post
    [LIST]
    So I'm losing:

    • 17.5 fire damage
    • 6.9 bleed damage (69.5 damage 10% of the time)
    • 64 Force damage
    • 16.45 Sneak damage (Shadow killer+135MP)
    • 15% Fort Bypass innate



    I'm gaining:

    • 2.2 Specific element damage
    • 2.8 maiming
    • 7.5 AOE
    • 4.53 Weapon (+.5[w]+159MP)
    Some things:
    - Bleed damage from TF has not been working for months
    - MF is 36 average force damage
    - ToEE also loses 5 base damage, since those are +7 weapons, TF is +12
    - ToEE elemental vulnerability overwrites general vulnerability (First degree burns) which is even worse for longer bossfights
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  7. #27
    Community Member Nightmanis's Avatar
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    Quote Originally Posted by the_one_dwarfforged View Post
    why only 12 base? what is your wis/stun dc? id think it would be better to favor str over wis because with mp, 2 str is more than just 1 dmg, and i doubt you are stunning ee reavers with even a 50% success rate with a maxed dc (i know im not with a 90ish+ stunning blow dc).

    and yea, with only 50 str, maybe you wouldnt be able to trip everything but some stuff probably, if you get the hook boots.
    Looking at around an 85dc. I started with 12str because I needed enough for improved sneak with a +5 tome and wanted to outright max wisdom. INT was decently high on the want list as well.

    Is it optimal? Nah. But that's why I lr so often.
    Nightmanis De'Corenai 20 Rogue Mechanic or Assassin. Depending on how I feel during the etr.
    Sereine De'Corenai Paladin. Because ETR.

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  8. #28
    Community Member Nightmanis's Avatar
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    Quote Originally Posted by Eth View Post
    Some things:
    - Bleed damage from TF has not been working for months
    - MF is 36 average force damage
    - ToEE also loses 5 base damage, since those are +7 weapons, TF is +12
    - ToEE elemental vulnerability overwrites general vulnerability (First degree burns) which is even worse for longer bossfights
    Rereading it and you're right. I have no idea where I got the 64 force damage.

    I've seen people dual wielding tf and toee weapons and when checking the display window it shows both forma of vulnerability increasing. But losing out on just the general vulnerability is a massive decrease in DPS because it effects sneak damage as well. Though there aren't many creatures that will stand up to a full raid party beat down long enough to build 20 stacks, its still something worth having.
    Nightmanis De'Corenai 20 Rogue Mechanic or Assassin. Depending on how I feel during the etr.
    Sereine De'Corenai Paladin. Because ETR.

    Guild of Won, Officer
    Fors Fortis, Officer

    Hate to twist your mind, but God ain't on your side

  9. #29

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    Quote Originally Posted by Nightmanis View Post
    I've seen people dual wielding tf and toee weapons and when checking the display window it shows both forma of vulnerability increasing..
    Just tested again. It doesn't directly overwrite already built up vulnerability stacks but it will prevent you from building them up further (so on a "fresh" enemy you won't build up any, unless you swap out of ToEE for a while).

    Still bugged.
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  10. #30
    Community Member Nightmanis's Avatar
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    Quote Originally Posted by Eth View Post
    Just tested again. It doesn't directly overwrite already built up vulnerability stacks but it will prevent you from building them up further (so on a "fresh" enemy you won't build up any, unless you swap out of ToEE for a while).

    Still bugged.
    Good to know, thank you. Might be good just to stick with handwraps then.

    I'm really thinking the sanctified plus jidz combo is going to be ideal. Until I can farm out the mysterious I'll just grab the Addy wolf and call it a day.
    Nightmanis De'Corenai 20 Rogue Mechanic or Assassin. Depending on how I feel during the etr.
    Sereine De'Corenai Paladin. Because ETR.

    Guild of Won, Officer
    Fors Fortis, Officer

    Hate to twist your mind, but God ain't on your side

  11. #31
    Community Member Nightmanis's Avatar
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    So I've gotten my strange tidings and I decided to test it on the ship magefire cannon.

    When I just have Strange on, deception doesn't seem to proc at all.

    When I just have backstabber's on, it procs fairly often.

    When I have both on, it seems to proc quite a lot. Like a super noticeable amount.

    Sometime this weekend I'll actually sit down with a counter for 5 minutes on each one and count how many times I hear the proc go off.
    Nightmanis De'Corenai 20 Rogue Mechanic or Assassin. Depending on how I feel during the etr.
    Sereine De'Corenai Paladin. Because ETR.

    Guild of Won, Officer
    Fors Fortis, Officer

    Hate to twist your mind, but God ain't on your side

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