Page 1 of 2
disarm resist/disarm idea
Posted: Mon Feb 28, 2011 2:49 pm
by shooth
Finding disarm to be a real PITA late game. Not sure if I've just been lucky up to now, or if its just so infrequent that it never really registered on my radar as a problem. Anyway, is there any disarm resist out there to be found? Some keyword in blue that I should be looking for? A stat I should have pumped? As far as I can tell, this is like silence for physical classes, without a resist. I might even go so far as to suggest that its very hard to be disarmed for 7-8 rounds... especially if the weapon is still in my hands. How about being able to re-wield it, which still burns a turn... and you can burn another turn on the round where you are disarmed.... "Your mighty spatula of doom almost slips from your grasp... you dive after it, barely keeping a grip on it!" ... Thus making it a two round loser. Honestly, I think thats plenty, unless you want to just throw the weapon to a nearby space, and make us have to go get it. Hrm. I like that better, really, because I'm the kind of player who likes to carry around a bunch of shiny/pointy/sharp things, and I like the option of saying, "Well, time to use plan B (or C, or D)." Maybe this should be in ideas... "Your rainbow-colored lead pipe 'UglyStik' flies from your grasp and spins away from you!"
shooth
Re: disarm resist/disarm idea
Posted: Mon Feb 28, 2011 4:35 pm
by HesDeadJim
You can find items with disarm resist on them, but they are rare enough and a low enough resist <20% that getting a good resist going would likely mean sacrificing some more important resist. Like having Do Not Die at less than 100% (stun resist).
Re: disarm resist/disarm idea
Posted: Mon Feb 28, 2011 4:58 pm
by yufra
Disarm is a check of their attack strength against your physical resist, so raising your physical resist should help.
Re: disarm resist/disarm idea
Posted: Mon Feb 28, 2011 5:07 pm
by Grey
You'd need a crazy high phys resist to beat a mid-late game attack strength though, surely?
Re: disarm resist/disarm idea
Posted: Mon Feb 28, 2011 5:18 pm
by edge2054
Since the saving throw changes I've played several save builds up through the Master without issue. It's not 100% but it can be pretty reliable.
Re: disarm resist/disarm idea
Posted: Mon Feb 28, 2011 5:20 pm
by yufra
Grey wrote:You'd need a crazy high phys resist to beat a mid-late game attack strength though, surely?
That is a fair point, and one that should be looked at more closely. I'll give it some thought and start a separate thread on the topic...
Re: disarm resist/disarm idea
Posted: Mon Feb 28, 2011 7:08 pm
by TheRani
Don't Wild Infusions (with physical) cure that?
Re: disarm resist/disarm idea
Posted: Mon Feb 28, 2011 7:27 pm
by eulf
From my experience you can wild infusion it away
Re: disarm resist/disarm idea
Posted: Mon Feb 28, 2011 8:57 pm
by Grey
Doesn't make much sense I must say, unless you consider disarming to be an actual crippling of the hands.
Re: disarm resist/disarm idea
Posted: Mon Feb 28, 2011 10:52 pm
by shooth
Infusions are of no use to a skeleton
shooth
Re: disarm resist/disarm idea
Posted: Tue Mar 01, 2011 4:32 pm
by Predawn
Try finding and wearing Gauntlets of Iron Grip, they have ( on my current char) 70% Disarm resist.
dwarven-steel gauntlets of iron grip (0 def, 2 armor)
Type: armor / hands
When wielded/worn:
Armor 2, Defense 0, Ranged Defense 0
Increases stats: 3 Strength.
Increases disarm immunity: 70%.
Predawn
Re: disarm resist/disarm idea
Posted: Wed Mar 02, 2011 3:00 am
by shooth
I'll definitely keep an eye out for that... I'm a little sad that no one wanted to just fling the weapons into an adjacent or near-by space. A missed opportunity.
shooth
Re: disarm resist/disarm idea
Posted: Wed Mar 02, 2011 8:35 am
by Grey
I think flinging would be infuriatingly fun. It's used to good effect in other roguelikes, especially when the enemy can pick up your amazing weapon and wield it...
Re: disarm resist/disarm idea
Posted: Wed Mar 02, 2011 10:45 pm
by TheRani
The problem with actually flinging your actual weapon somewhere on a disarm, instead of making it a debuff is this:
Weapon Swap.
It would basically make disarm pretty worthless if you could just swap to your backup weapon or one of the other five or so weapons you happened to be toting around. And early characters who get disarmed before they can find a backup weapon would have a truly horrible problem on their hands if disarming wasn't something that would ever just wear off.
Re: disarm resist/disarm idea
Posted: Wed Mar 02, 2011 11:28 pm
by Grey
Are there any enemies that disarm early game? And weapon swap is at least a little interesting, as you'll no longer be using your favourite item.