It runs off your mindpower vs their mental save.adomman wrote:How do i increase the chance of getting inquisitor weapon ego crit proc to work? Seems that everytime i crit it just gets resisted..
Dumb questions thread
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- Spiderkin
- Posts: 543
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Re: Dumb questions thread
Re: Dumb questions thread
Increase your mindpower. It is a mindpower vs. mindsave check.adomman wrote:How do i increase the chance of getting inquisitor weapon ego crit proc to work? Seems that everytime i crit it just gets resisted..
Re: Dumb questions thread
What about melee disablers, like dual strike? Is it using phys power or accuracy for stun chance?
Re: Dumb questions thread
dual strike & dirty fighting - accuracytylor wrote:What about melee disablers, like dual strike? Is it using phys power or accuracy for stun chance?
shield pummel - accuracy (modified by str instead of dex)
stunning blow - physical power
Re: Dumb questions thread
Oh right, it was really dumb question. It is even written in skill description. Makes Combat Accuracy even more necessary.
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Re: Dumb questions thread
Where do I see if my donation was accepted and the extras are activated? I donated some money yesterday and didn't get a confirmation mail from this site. 

Re: Dumb questions thread
Does counterstrike + bleeding edge give double bleed damage?
Re: Dumb questions thread
nope.wobbly wrote:Does counterstrike + bleeding edge give double bleed damage?
Re: Dumb questions thread
How do I get 60% speed for gloves on Adventurer? I tried Unarmed Mastery and Pugilism - still 100% speed unarmed
Re: Dumb questions thread
You can't. You need to be born as a Brawler.tylor wrote:How do I get 60% speed for gloves on Adventurer? I tried Unarmed Mastery and Pugilism - still 100% speed unarmed
Re: Dumb questions thread
does zones scale off of your level? i noticed that if i do the starter zones one after the other, the last one the mobs wont still be lvl ~1, but closer to 5. If so, how exactly do they scale? it seems that there are some preset levelranges, but its really hard to tell when you can do a dungeon, if this levelrange is based on your level, without knowing the starting point.
Re: Dumb questions thread
Yes, dungeons scale to your level, to a point. The function starts with your level, makes it bound between the minimum and maximum for the zone (found here), then does some other modifications.
For example, here's what Trollmire should look like at character level 1 vs character level >5:
Trollmire 1
lvl 1: enemies lvl 1-3
lvl>5: enemies lvl 4-7
Trollmire 2
lvl 1: enemies lvl 1-4
lvl>5: enemies lvl 5-8
Trollmire 3
lvl 1: enemies lvl 2-5
lvl>5: enemies lvl 6-9
For example, here's what Trollmire should look like at character level 1 vs character level >5:
Trollmire 1
lvl 1: enemies lvl 1-3
lvl>5: enemies lvl 4-7
Trollmire 2
lvl 1: enemies lvl 1-4
lvl>5: enemies lvl 5-8
Trollmire 3
lvl 1: enemies lvl 2-5
lvl>5: enemies lvl 6-9
Re: Dumb questions thread
How does target selection work for the AI? How does it decide whether to target me, or an escort, or another ally (or, in rare cases, a hostile faction monster)? What can I do to influence its decision, or to alter it once made?
By the same token, how do allies select targets?
By the same token, how do allies select targets?
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- Yeek
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Re: Dumb questions thread
How does critical exactly work? Lets say i have a dagger that deals for the sake of demonstration +20 fire damage on hit AND +10 water damage on hit, and i use a skill that lets me attack 2 times in a row.
So it deals physical, fire and water damage on hit, and that twice
My simple question to understand crit now is, how many times does the game check if a critical strike occured?
So it deals physical, fire and water damage on hit, and that twice
My simple question to understand crit now is, how many times does the game check if a critical strike occured?
Re: Dumb questions thread
Regular attacks, and many talents, can have critical hits. Each attack, or each applicable talent, is checked one time. If the critical hit roll succeeds, then the attack's base damage is multiplied by your critical damage multiplier (by default, 150% or 1.5).
Add-on damage like "+20 fire damage on hit" is not affected by critical hit. It'll just be +20.
Add-on damage like "+20 fire damage on hit" is not affected by critical hit. It'll just be +20.