Staffs
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Re: Staffs
They can be used as melee weapons, yes, but it's not recommended.
Command Staff will change the damage it deals on melee hit, as well as the +% element it has.
The +%element the staff does, effects damage from all sources, such as spells.
Some artifact(yellow named) staves have it disabled for one reason or another.
Command Staff will change the damage it deals on melee hit, as well as the +% element it has.
The +%element the staff does, effects damage from all sources, such as spells.
Some artifact(yellow named) staves have it disabled for one reason or another.
Last edited by StarKeep on Sun Jan 12, 2014 12:20 pm, edited 1 time in total.
<mex> have you heard the good word about archmage?
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<mex> cornac shall inherit the Eyal
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal
Re: Staffs
Staves do work as melee weapons though as an Archmage you should never have to melee with a staff. This means that the staff damage rating is not important for you in normal situations.
Command staff ability will change your staff damage type too your chosen type. Main effect on this is to change staff's damage type bonus % to the one you will mostly use.
Not all staves will have command ability, which most likely is the case with your yellow artifact. With it you're stuck with the element it does.
This bonus damage % will affect all that type of damage you do, including spells.
Most staves say it has to be used two handed but if not then it's a one handed staff meaning you can also equip small item in your other hand, for example mindstar with elemental damage bonus.
So, when choosing the staff as Archmage your three main concerns in that order are damage bonus for your chosen type, spellpower and spell critical rating.
Command staff ability will change your staff damage type too your chosen type. Main effect on this is to change staff's damage type bonus % to the one you will mostly use.
Not all staves will have command ability, which most likely is the case with your yellow artifact. With it you're stuck with the element it does.
This bonus damage % will affect all that type of damage you do, including spells.
Most staves say it has to be used two handed but if not then it's a one handed staff meaning you can also equip small item in your other hand, for example mindstar with elemental damage bonus.
So, when choosing the staff as Archmage your three main concerns in that order are damage bonus for your chosen type, spellpower and spell critical rating.
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Re: Staffs
What do the different kinds of staff mean, eg, magestaff, vilestaff?
Re: Staffs
Vilestaves I believe are mainly blight damage and stuff. The prefixes and suffixes on item names don't matter much, it's the abilities and stuff below that matters.
In effect the vilestaff, magestaff and such define the effects and the below effects section explains them in layman's terms.
In effect the vilestaff, magestaff and such define the effects and the below effects section explains them in layman's terms.
Stronk is a potent combatant with a terrifying appearance.
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Re: Staffs
Mage, Star, and Vile are aspects for staves. It's seperate from the prefixes/suffixes if they have them, and can be changed using command staff. Each aspect has severla elements, of which you choose one.
The only time this matters, is when a staff has the 'greater' ego (or is one of a few artifact staves), in which case despite choosing one element (and changing it's base attack type to that), it receives the +damage % for each element in the aspect. This is why there is some overlap. (Fire is in both mage and vile, dark is in both mage and vile.) A 'greater' ego'ed magestaff would have +damage% to fire, cold, lightning, and arcane, all at once. Vile would get acid, dark, fire, and blight. And so on.
The only time this matters, is when a staff has the 'greater' ego (or is one of a few artifact staves), in which case despite choosing one element (and changing it's base attack type to that), it receives the +damage % for each element in the aspect. This is why there is some overlap. (Fire is in both mage and vile, dark is in both mage and vile.) A 'greater' ego'ed magestaff would have +damage% to fire, cold, lightning, and arcane, all at once. Vile would get acid, dark, fire, and blight. And so on.
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Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
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Re: Staffs
Also the "channel staff" talent does damage according to the staff. The alchemist has this category and it can be bought in Angolwen.
Honestly I have used the staff in melee. It's not so bad, since it uses 100% magic for damage. A cuople of points in combat accuracy should do the trick. Once I even had to use the staff with a necromancer that couldn't beat an umbral horror which resisted darkness damage. So I just switched my staff to light to take advantage of the horror's vulnerability. However, generally speaking, the staff is mostly for increasing spell damage.
Honestly I have used the staff in melee. It's not so bad, since it uses 100% magic for damage. A cuople of points in combat accuracy should do the trick. Once I even had to use the staff with a necromancer that couldn't beat an umbral horror which resisted darkness damage. So I just switched my staff to light to take advantage of the horror's vulnerability. However, generally speaking, the staff is mostly for increasing spell damage.