Question.

C

Coim-

Guest
Say if I was specced 50 pole, 50 thrust, 28 parry (or whatever it is). How much difference to damage would it make if I capped thrust as well as polearm on meh SC?
 
K

Kagato.

Guest
Originally posted by Coim-
Say if I was specced 50 pole, 50 thrust, 28 parry (or whatever it is). How much difference to damage would it make if I capped thrust as well as polearm on meh SC?

I left thrust out of my spellcraft template and just let my RR do the work, so I cannot really say, I have read somewhere though that thrust above 50 does make a very very slight differance. I'd suggest doing your template and if you have points left over, add a little thrust but don't make it a priority, get your hits and resistances capped first.
 
C

Coim-

Guest
One more thing, quickness. Any point in capping quickness? :p
 
B

bracken_woodman

Guest
Re: Re: Question.

Originally posted by Kagato.
thrust above 50 does make a very very slight differance.

What he said.
 
J

Jarahl Valinor

Guest
read that +11 thrust above 50 should do somewhat 3% extra damage, not worth it imo...
 
V

Vegy

Guest
The test was for 34+16 thrust and 50+16 thrust (or maybe crush, both with 50 2h/pole) and the difference between 34 and 50 was ~2.2% average damage. I'd imagine the difference between 50+5 and 50+16 is a very small one (under 1% more than likely)
 
K

Kagato.

Guest
Originally posted by Coim-
One more thing, quickness. Any point in capping quickness? :p

No

I capped quickness on my first SC template and hated it, there was virtually no noticeable speed increase between swing times and the damage reduction WAS noticeable, I don't remember the exact numbers but I did a fair amount of testing on damage caps before and after.

I since made a new spellcraft template with no quickness at all and much prefer it. Swing speed is still virtually the same and the damage increase is noticable.

Also having no quickness is one more thing you do not have to cap on your template, so you can cap your other stats and resistances easier (and get some of that thrust you wanted). As having only one single two-handed weapon does mean you have 1 less item to use to cap things with.
 
S

stighelmer

Guest
Here's one for ya for the 1.63 patch.
No quickness with pole though (40ish with s/s)
11 shield also when wielding s/s.

Str: 80 Int: 0 Hits: 207
Con: 77 Pie: 0 Power: 0
Dex: 76 Cha: 0
Qui: 0 Emp: 0

Body: 26 Energy: 26 Crush: 26
Cold: 26 Matter: 27 Thrust: 28
Heat: 26 Spirit: 26 Slash: 27

11 Thrust 11 Polearm
11 Parry

Chest:
Imbue Points: 33,5 of 28 (99% Qual) Overcharge: 30%
Gem 1: 22 Constitution - 99% precious Earthen Essence Jewel
Gem 2: 7 Matter Resist - 99% imperfect Earthen Shielding Jewel
Gem 3: 9 Cold Resist - 99% polished Icy Shielding Jewel
Gem 4: 5 Body Resist - 99% flawed Dusty Shielding Jewel
Utility: 56,6666679382324

Arms:
Imbue Points: 33,5 of 28 (99% Qual) Overcharge: 30%
Gem 1: 2 Spirit Resist - 99% uncut Vapor Shielding Jewel
Gem 2: 68 Hits - 99% flawless Blood Essence Jewel
Gem 3: 9 Heat Resist - 99% polished Heated Shielding Jewel
Gem 4: 4 Thrust - 99% flawed Dusty War Sigil
Utility: 59

Head:
Imbue Points: 33,5 of 28 (99% Qual) Overcharge: 30%
Gem 1: 3 Body Resist - 99% rough Dusty Shielding Jewel
Gem 2: 22 Strength - 99% precious Firey Essence Jewel
Gem 3: 9 Heat Resist - 99% polished Heated Shielding Jewel
Gem 4: 9 Crush Resist - 99% polished Firey Shielding Jewel
Utility: 56,6666641235352

Legs:
Imbue Points: 33,5 of 28 (99% Qual) Overcharge: 30%
Gem 1: 2 Polearm - 99% uncut Earthen War Sigil
Gem 2: 7 Crush Resist - 99% imperfect Firey Shielding Jewel
Gem 3: 7 Energy Resist - 99% imperfect Light Shielding Jewel
Gem 4: 28 Dexterity - 99% perfect Vapor Essence Jewel
Utility: 56,6666679382324

Hands:
Imbue Points: 37,5 of 32 (100% Qual) Overcharge: 38%
Gem 1: 52 Hits - 99% faceted Blood Essence Jewel
Gem 2: 7 Slash Resist - 99% imperfect Watery Shielding Jewel
Gem 3: 5 Parry - 99% imperfect Vapor Battle Jewel
Gem 4: 3 Polearm - 99% rough Earthen War Sigil
Utility: 67

Feet:
Imbue Points: 33,5 of 28 (99% Qual) Overcharge: 30%
Gem 1: 3 Thrust - 99% rough Dusty War Sigil
Gem 2: 13 Strength - 99% imperfect Firey Essence Jewel
Gem 3: 9 Energy Resist - 99% polished Light Shielding Jewel
Gem 4: 9 Cold Resist - 99% polished Icy Shielding Jewel
Utility: 59,6666641235352

Right Hand:
Imbue Points: 33,5 of 28 (99% Qual) Overcharge: 30%
Gem 1: 5 Shield - 99% imperfect Fiery Battle Jewel
Gem 2: 2 Thrust - 99% uncut Dusty War Sigil
Gem 3: 2 Parry - 99% uncut Vapor Battle Jewel
Gem 4: 25 Quickness - 99% flawless Airy Essence Jewel
Utility: 61,6666679382324

Left Hand:
Imbue Points: 33,5 of 28 (99% Qual) Overcharge: 30%
Gem 1: 6 Shield - 99% polished Fiery Battle Jewel
Gem 2: 2 Thrust - 99% uncut Dusty War Sigil
Gem 3: 1 Parry - 99% raw Vapor Battle Jewel
Gem 4: 16 Quickness - 99% polished Airy Essence Jewel
Utility: 55,6666679382324

Two Handed:
Imbue Points: 37,5 of 32 (100% Qual) Overcharge: 30%
Gem 1: 6 Polearm - 99% polished Earthen War Sigil
Gem 2: 4 Thrust - 99% flawed Dusty War Sigil
Gem 3: 3 Parry - 99% rough Vapor Battle Jewel
Gem 4: Empty -
Utility: 65

Ranged:
Imbue Points: 33,5 of 28 (99% Qual) Overcharge: 14%
Gem 1: 7 Crossbow - 99% faceted Vapor War Sigil
Gem 2: 10 Quickness - 99% flawed Airy Essence Jewel
Gem 3: Empty -
Gem 4: Empty -
Utility: 41,6666679382324

Neck:
Name: Ancient Copper Necklace (Stone Arawn 1.61)
Level: 0 Quality: 0
Bonus: 0
Effect 1: 10 Crush Resist
Effect 2: 10 Thrust Resist
Effect 3: 10 Body Resist
Effect 4: 10 Spirit Resist
Utility: 80

Cloak:
Name: Cloak of the Stalwart Arm (1.63)
Level: 0 Quality: 0
Bonus: 0
Effect 1: 16 Constitution
Effect 2: 16 Dexterity
Effect 3: 6 Spirit Resist
Effect 4: 48 Hits
Utility: 45,3333358764648

Jewel:
Name: Ancient Roman Coin (Stone of Arawn 1.61)
Level: 0 Quality: 0
Bonus: 0
Effect 1: 24 Hits
Effect 2: 8 Slash Resist
Effect 3: 8 Thrust Resist
Effect 4: 8 Heat Resist
Utility: 54

Belt:
Name: Scurceol's Belt (Ogre Might)
Level: 0 Quality: 0
Bonus: 0
Effect 1: 7 Strength
Effect 2: 7 Constitution
Effect 3: 10 Energy Resist
Effect 4: 10 Matter Resist
Utility: 49,3333320617676

Right Ring:
Name: Stalwart Arm (new in 1.63)
Level: 0 Quality: 0
Bonus: 0
Effect 1: 16 Strength
Effect 2: 16 Constitution
Effect 3: 16 Dexterity
Effect 4: 6 Slash Resist
Utility: 44

Left Ring:
Name: Stalwart Arm (new in 1.63)
Level: 0 Quality: 0
Bonus: 0
Effect 1: 16 Strength
Effect 2: 16 Constitution
Effect 3: 16 Dexterity
Effect 4: 6 Slash Resist
Utility: 44

Right Wrist:
Name: Bracer of the Strong
Level: 0 Quality: 0
Bonus: 0
Effect 1: 6 Strength
Effect 2: 3 Parry
Effect 3: 10 Matter Resist
Effect 4: 10 Thrust Resist
Utility: 59

Left Wrist:
Name: Veiled Bracer of the Eye
Level: 0 Quality: 0
Bonus: 0
Effect 1: 15 Hits
Effect 2: 8 Body Resist
Effect 3: 8 Spirit Resist
Effect 4: 8 Cold Resist
Utility: 51,75
 
C

Coim-

Guest
Originally posted by Kagato.
No

I capped quickness on my first SC template and hated it, there was virtually no noticeable speed increase between swing times and the damage reduction WAS noticeable, I don't remember the exact numbers but I did a fair amount of testing on damage caps before and after.

I since made a new spellcraft template with no quickness at all and much prefer it. Swing speed is still virtually the same and the damage increase is noticable.

Also having no quickness is one more thing you do not have to cap on your template, so you can cap your other stats and resistances easier (and get some of that thrust you wanted). As having only one single two-handed weapon does mean you have 1 less item to use to cap things with.
That's what I thought. So... basically... capping thrust isn't important, capping quickness isn't important. That makes a SC template pretty easy. :p
 
Y

yurka_polearm

Guest
I think there is a difference with 50+11+rr in 2nd spec line (or id like to think so)

As for quickness in SC, if your using 99 qual stuff i would leave it out; unless your going hybrid (then have some quickness on sword and shield, for slamming). But for group work spec dex is worth having. So with no SC quick and red spec dex buffs your looking at 140-150 quick.

At the end of the day its down to your playing style, and whats best for the group.
 
K

Kagato.

Guest
Anyone got a link or full list of the new epic item stats after the patch? I need to update my SC configurator for them.
 
B

belth

Guest
Assuming a 6.0 spd weapon... Highlander with no quickness at creation.

With no +Qui (50), you're swinging at 6.12 seconds.
With +75 Qui (125), you're swinging at 5.22 seconds.
With +75 Qui from SC and +93 (?) from buffs (221), you're swinging at 4.104 seconds.

Now, if that 2 second reduction in attack delay isn't noticeable, what is? 5 seconds?
 
K

Kagato.

Guest
Originally posted by belth
Assuming a 6.0 spd weapon... Highlander with no quickness at creation.

With no +Qui (50), you're swinging at 6.12 seconds.
With +75 Qui (125), you're swinging at 5.22 seconds.
With +75 Qui from SC and +93 (?) from buffs (221), you're swinging at 4.104 seconds.

Now, if that 2 second reduction in attack delay isn't noticeable, what is? 5 seconds?


5.5 Speed Partizan. And maybe quickness is good for you, but I tried it first, and hated it, I prefer the extra damage myself for my playstyle. Each to there own.

Nobody got that list of updated epic items? :(
 
P

Pin

Guest
If you can kill everything in 1-2 hits (either by yourself or by assisting), then leave 0 qui. Otherwise cap it and get dex/qui buffs (imo).
 
S

stighelmer

Guest
Rather than starting a new thread I thought I would post this related issue here.

What are the reasons for an armsman to have high Dexterity while wielding a Thrust Polearm?

Only reason I see is to increase the chance of parrying. And I never parry anyway, and if I need to go defensive I shift to shield/sword.

So, given that you can max your dexterity while wielding shield/sword you could put those imbue points into quickness if you like.

Comments ? :)
 
S

stighelmer

Guest
Valid point.

However, given that I cannot cap all with current items/number of MPs I am still interested in knowing if I need dex for anything but parrying when wielding pole.
 
K

Kagato.

Guest
Originally posted by stighelmer
Rather than starting a new thread I thought I would post this related issue here.

What are the reasons for an armsman to have high Dexterity while wielding a Thrust Polearm?

Only reason I see is to increase the chance of parrying. And I never parry anyway, and if I need to go defensive I shift to shield/sword.

So, given that you can max your dexterity while wielding shield/sword you could put those imbue points into quickness if you like.

Comments ? :)


Dex modifies only your chance to parry and your chance to critical hit I believe. Not essential but still nice. And if your pure pole you'll want all the bonus to parry that you can get, even if you switch to shield for defense you'll want dex for blocking, so either way dex is good and more essential then quickness.

At the end of the day quickness makes you swing faster for less damage per hit, if you want to swing faster you may as well just use a faster weapon in the first place.
 
B

bracken_woodman

Guest
I always thought your dex was compared to enemy dex to determine block/parry/evade chance, both in terms of offence and defence. So for example this would mean that you can be blocked more if attacking a guarded target where the guard's dex is significantly higher than yours. Could be wrong of course - just seems to be how it works. Might be worth doing some tests (if it hasn't been done already).

As for quick depends on playstyle/ group your with etc. Generally I prefer having it at 0 on sc, which allows me to take the spec dex/quick buff (aswell as base dex) to max dex without giving too much damage penalty from quickness. That's based on the assumption I make above.
 

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