About armor / weapon usage of different classes.

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Danton
Halfling
Posts: 95
Joined: Tue May 21, 2013 4:45 am

Re: About armor / weapon usage of different classes.

#16 Post by Danton »

edge2054 wrote:
Mankeli wrote:Most of the classes that kill things in melee raise strenght so it comes naturally to them anyways. Do note, that you can also pump stength up with items. The strenght requirement is only for wearing to item, once it's worn, you can have whatever strength.
This is changing very soon. If you put equipment on to equip something else you won't be able to take off the stat boosting equipment.
... why? That's hardly game breaking or leading to weird behaviour like switching talents out during combat was. Are skills and prodigies getting the same treatment?

malboro_urchin
Archmage
Posts: 393
Joined: Thu Dec 12, 2013 7:28 pm

Re: About armor / weapon usage of different classes.

#17 Post by malboro_urchin »

Danton wrote:
edge2054 wrote:
Mankeli wrote:Most of the classes that kill things in melee raise strenght so it comes naturally to them anyways. Do note, that you can also pump stength up with items. The strenght requirement is only for wearing to item, once it's worn, you can have whatever strength.
This is changing very soon. If you put equipment on to equip something else you won't be able to take off the stat boosting equipment.
... why? That's hardly game breaking or leading to weird behaviour like switching talents out during combat was. Are skills and prodigies getting the same treatment?
I sure hope not. Doesn't this change massively screw over highly MAD classes like Skirmisher, TW, & Arcane Blade? It's already hard enough to manage their stats in the early game, and this would further compound that difficulty
Mewtarthio wrote:Ever wonder why Tarelion sends you into the Abashed Expanse instead of a team of archmages lead by himself? They all figured "Eh, might as well toss that violent oaf up in there and see if he manages to kick things back into place.

cctobias
Wyrmic
Posts: 267
Joined: Sun Aug 24, 2014 11:37 pm

Re: About armor / weapon usage of different classes.

#18 Post by cctobias »

Its important to note that armor is considerably stronger than it initially appears as it reduces damage before any multipliers such as a critical. So going massive and having the bonuses from armor training are considerably more effective than it may intially appear. Of course this is only for the physical aspect of actual attacks. Doesn't do jack for spells, even physical ones.

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: About armor / weapon usage of different classes.

#19 Post by edge2054 »

I may have mispoke. I swore I was playing one of the betas and couldn't remove gear that I was using to equip other gear.

*edit* Okay, it only seems to apply to items in that slot. So you can't wear Shantiz for instance to equip a high Dex bow.

Effigy
Uruivellas
Posts: 970
Joined: Fri Oct 10, 2014 4:00 pm

Re: About armor / weapon usage of different classes.

#20 Post by Effigy »

That seems fine to me, although I do wonder why they would make that change but still let you abuse stat boosts from other items. Oh well.

malboro_urchin
Archmage
Posts: 393
Joined: Thu Dec 12, 2013 7:28 pm

Re: About armor / weapon usage of different classes.

#21 Post by malboro_urchin »

edge2054 wrote:I may have mispoke. I swore I was playing one of the betas and couldn't remove gear that I was using to equip other gear.

*edit* Okay, it only seems to apply to items in that slot. So you can't wear Shantiz for instance to equip a high Dex bow.
No worries, when I first read through that item in 0player's changelog, I had the same confusion.
Mewtarthio wrote:Ever wonder why Tarelion sends you into the Abashed Expanse instead of a team of archmages lead by himself? They all figured "Eh, might as well toss that violent oaf up in there and see if he manages to kick things back into place.

Zicher
Thalore
Posts: 120
Joined: Mon Jun 23, 2014 1:02 pm

Re: About armor / weapon usage of different classes.

#22 Post by Zicher »

Porrima wrote: To consider a talent like, say, Precise Strikes. -10% attack speed, +12 accuracy, +6% Crit. These numbers are given to me, and I can make some sort of educated guesses upon them, but I don't know what they really mean. Are the plusses worth the minus? How can I know? My gut feeling (arse feeling, as the similar proverb means where I'm from) that a rogue might want to keep this on, but what about a BUlwark?

Finally, these Zigur guys are anti-magic and so on. Their flavor text even says there's nothing to fear unless I use arcane magic. Unless I'm crazy, I remember that they weren't hostile in my first game. I'm now a human bulwark. Why are they hostile to me? Because of the one (1) arcane powered item I wear? Taking it off doesn't turn them friendly. Because of the Chant of Fortress ability I learned from an escort? Because of my face?
About Precise Strikes: They scale with Dexterity, and on 5/5 with high Dex, you get something like +30 Accuracy and over +20% critrate for unchanging -10% attack speed. It depends on your build, but for example, I had a Halfling Brawler winner (on Normal) with some very nice on-hit and on-crit procs from his gloves, plus the Eye of the Tiger on-crit cooldown reduction. Trading off -10% attack speed for these procs, and having Eye of the Tiger proc every turn (I had just slightly over 100% critrate in the endgame) worked out very, very nicely.
You may want to find the Talent Planner mod (called something like that, I can't recall the exact name right now) to see these synergies.

About the Zigur patrols, IIRC it's the Chant of Fortress, which is a spell.
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