I don't see how you can lack in kill speed with ~200% global speed + the insane amount of stats this character gets. It's like a brawler on speed. Literally.
Edit: The stat inflation isn't half as bad when you only get one skill that does it. Now, two is a different matter altogether...
Fhtagn wrote:Edit: The stat inflation isn't half as bad when you only get one skill that does it. Now, two is a different matter altogether...
It is exactly half as bad.
But also gear is giving inflated stats, the new artifacts since 1.2 seem to have up to +20 total stat points at t3 which is roughly double what came before. Plus the new egos which grant stats... yeah. Lots of stat inflation in egos, artifacts, and talents.
Nah, it's less than half as bad, since the stats from wearing a gem and having the corresponding skill add into the calculation for Unified Body, iirc.
Excellent, though I have been very, very unlucky with my Merchant artifacts. I still expect High Peak to be a breeze. I will post a short guide once I'm done.
I wonder where I should put it... here? Or in Spoilers somewhere? In the corresponding subforum? Heeeelp!
The actual damage (and healing) is half what's said in the talent description. That means that, compared to virulent disease it has less damage, a longer cooldown, and takes a turn to use. Compared to blood grasp for one turn less cooldown it's only a little more damage, and over time instead of burst.
Sometimes (fairly rarely) the projectile hits an enemy with no effect. I suspect this is because it's checking spell save and being resisted, but it doesn't give the "shrugs off" message that's normal in that situation. Also if it's checking spellsave save shouldn't it apply spellshock? I might be misunderstanding how that works.
Despite all that, it's pretty dang useful, and would probably be too good if it did the amount in the description.
Edit: upon further testing, one of the things I said was wrong. it looks like it is a drain effect that scales with damage done.
marshmallowpeep wrote:Sometimes (fairly rarely) the projectile hits an enemy with no effect. I suspect this is because it's checking spell save and being resisted, but it doesn't give the "shrugs off" message that's normal in that situation. Also if it's checking spellsave save shouldn't it apply spellshock? I might be misunderstanding how that works.
Despite all that, it's pretty dang useful, and would probably be too good if it did the amount in the description.
Oops! Yeah I forgot to divide the description damage in half. The total damage should display correctly now.
Also, yeah, it was checking spell save. But it shouldn't, since Blood Grasp ignores spell save entirely. So now Balefire Bolt will also ignore spell save.
A question concerning the Vector class:
How do the diseases inflicted by the corrupted arrows sustain scale? Having them do 1 damage like they do at the beginning sort of screws the whole interaction with the Plague category, since they block valuable disease spots and do not net damage for Catalepsy. So does the damage actually scale in a way that allows those interactions?
Fhtagn wrote:A question concerning the Vector class:
How do the diseases inflicted by the corrupted arrows sustain scale? Having them do 1 damage like they do at the beginning sort of screws the whole interaction with the Plague category, since they block valuable disease spots and do not net damage for Catalepsy. So does the damage actually scale in a way that allows those interactions?
That's lower than it should be. Hmm.
I was using the damage type from weapons which inflicted diseases, but that got changed recently. Now weapon damage has a separate disease type.
I'll update it to use the Blood Spray disease damage numbers, though the % chance to infect will remain low.
I'm playing a Fossil right now, and this guy might be even stronger than the Transcendent Fist. Or rather, even more destructive, but not quite as hard to kill.
Fhtagn wrote:I'm playing a Fossil right now, and this guy might be even stronger than the Transcendent Fist. Or rather, even more destructive, but not quite as hard to kill.
IMHO Fossil is currently kinda bad.
It needs work, but I've not been inspired how to fix it just yet.
Bad as in weak? Or bad as in badly designed?
Not having any outlet for combo points whatsoever seems less than ideal,
and combining Pugilism, GWF, Blinding Strikes AND Arcane Combat might be a bit much in terms of damage output.
Edit: The Ember of Gerlyk appears a bit dull in terms of generics, the unique category seems fun, though.
Edit again: So, if those two are out, which one should I play next?