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Tigerwave

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Fledgling Fyora

Fledgling Fyora (1/17)

  1. I think I get it when it comes to the fatique. Bow training is all manually. All three column bonusses are in the middle. I have no items on me altering path of the blade. It's nice that the saber influences the bow (and probably also damage from spells/scarabs etc.) even though it is kind of strange. I have not really tested the critical hits anymore but I might do this one more time.
  2. First of all thank you very much for clarifying these issues. It seems that I have chosen a build with a lot of randomness/variations. Which is not too bad since the unpredictability factor keeps the game surprising. I would however like to understand the game mechanics a bit more. What you're saying is that these items all work seperately. But then again there are two factors of importance which are decided at the moment that I use an ability (because the recharge time is fixed immediately): 1) Does the item reduce my recharge time 2) How much does the item reduce my recharge time And the question is what the percentage of the reducing item is actually pointing at. What I understand from your post is that only factor 1 is taken into account. And if this is a yes the time is reduced with 1 turn. What I have noticed however is that often the time is reduced with more than one turn. For instance with call of the frenzy I can reduce the recharge time to 4 or 5 turns (normally 15) while I have only 6 items on me that allow for reduction. So someway it is far more effective than it should be. Quote: Note that a lot of blessings have some random variation to begin with. How do you know this? And do you happen to know if there is some reasoning behind this? In my experience it is quite stable but there are indeed often if not always (pretty small) variations. A lot smaller at least than with the reduction time. Quote: If you don't mind, would you list out all the separate crit% boosters you have on That's not too much of a hassle :-) (And I also have a question about this by the way) First there is bow training with a 30% maximum (lvl 3-8) That adds up to path of the blade with 25% (8+3 = lvl7-11) 10% scorched greaves 10% tawon emblem 5% deepfang boots 5% scorched girdle 10% Heartseeker Scarab 10% Avadon Accuracy Totem So that's how I got to 105%. After testing this I have reduced it to 85% since this somehow seems to be the max. Another question: Do you think that the critical hit chance of the Valyrian Saber 10% would also work when I shoot arrows. The obvous answer would be no but I'm just not sure. I also added another 3% critical hit chance to this saber with a stone by the way.
  3. I've been testing this since I can't seem to find figures about this. I actually made two series of hundred and twice came at about 85 (like 87 and 86). That wasn't what I expected. If it is capped, which it indeed seems to be, then it would logically be something like 75%. At least that's what I would expect. Maybe it is capped at 75% for certain items/abilities and the artifact or the scarab are able to give that xtra 10 %. I would be nice if someone would be able to find these figures. It does make sense that certain things are capped, but I think it would also be nice if these figures where simply given in the game description or in the game itself. Would make it easier to distribute items amongst partymembers. With my melee blademaster I have been testing some other figures which are easier to test. Turns out there are some strange things going on there that I don't et either. First there is the '... less time to recharge abilities'. I got this one to 61%. Combined with +75% to blessings/curses and 'call of the frenzy' swings your party into a near-constant state of frenzy. I have not been able to detect a certain cap concerning these two abilities. The weird thing however is that there seems to be a big randomness factor involved here. Sometimes 'call of the frenzy' needs only 5 turns to recharge and sometimes it needs10. And sometimes it is somewhere in between with 7 or 8 turns. Besides that the actual numbers of turns in frenzy that I get also differ from time to time and from one partymember to the other. The other skills seem to be much more consistent except for stunning bash which quite often returns in the next turn! I have somewhat stopped trying to understand these since it works great in practive and is reliable enough. If however someone can enlighten it that would be very welcome. Thnx!
  4. Hi There, I just build Khalida as a level 25 sharpshooter. I thought it would be fun to maximize her critical-hit chance and so I did. Technically she has a critical-hit chance of 105% which, according to my logic, should mean that she always makes her critical hit. Somehow this is NOT the case. She has a lot of critical hits but definitely not all. Am I missing something here? I invested the full 8 points in the two skills bottem left and center. Plus all specializations in center. That makes archery 8 (=30%) and path of the blade 11 (=+25%=55). Besides that there is a chain (10%), boots and belt (both 5%), scarab (10%), greaves (10%), artifact (10%) which makes for 100% already. There is one other 5% item but it should not even be necessary. Why do these percentages not just add up (like for instance ability recharge items do)? Hope someone can help me out here cause I don't understand what's going on.
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