Has somebody put together a list of which dietys make which proc types? I know Inny makes a hate increase proc.Would Quelliours(sp) be a hate reducer proc?
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Venerable Weapon Augs (Or any I think)
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I made a basic table from sampling the proc effect data on Lucy. I did not include hard numbers since it will vary on the level (exalted, venerable, etc.) and type (nimble, vicious, etc.) of weapon aug:
I hope this helps answer your question.Suffix Deity / Blessed Water Proc / Effect Below Brell Serilis AC Decrease Compassion Rodcet Nife Direct Heal Decay Terris Thule Disease DD Devotion Erollisi Marr + Magic damage Growth Tunare Heal over Time Hate Innoruuk Hate Increase Infestation Bertoxxulous + Disease damage Integrity Mithaniel Marr Stun & small DD Judgement The Tribunal Magic DD Malignancy Saryrn Poison DD Stillness Quellious Hate Decrease Storms Karana Cold DD Terror Cazic-Thule Lifetap Thaumaturgy Druzzil Ro Prismatic DD Brood Veeshan + Prismatic damage Depths Prexus + Cold damage Farceur Bristlebane + Poison damage Fire Lord Fennin Ro Fire DD Skeptic Agnostic (Skeptic) + Chromatic damage Warmonger Rallos Zek Attack Decrease Wildfire Solusek Ro + Fire damage sigpic
I've found from past experiences that the tighter your plan, the more likely you are to run into something unpredictable.
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Originally posted by Ngreth Thergn View Post2hand hammer got changed. (needs full patch etc...) The only other option than the one I chose is some very old graphics. They still seem to look good, but they are old. I will choose them next if what I did does not satisfy.
As for what. It was level 85 appropriate content, but as I said, no AA's at all. I did know AA's would affect it, but I *DID* think it would be more in favor of the procs, not the other way around (I play a wizard... so did not know) That brutal truth is I ran out of time after my initial parsing to try it with AA's.
The other brutal truth is I need to test it at multiple levels with multiple sets of AA's etc to make a real difference. At lower levels, AA's do not come into effect at all, then there is a difference between 60 70 75 80 and 85 with what AA's are available.
And then, I play a wizard... what is the appropriate AA set for a warrior?
I'm not certain for a Warrior... my main is a Shadowknight. If you wanted to try a Shadowknight setup to test the weapon versus proc at best, try these AAs maxed:
MELEE DAMAGE OUTPUT
Burst of Power
Combat Fury
Veteran's Wrath
Knight's Advantage
Speed of the Knight (for two handed weapons)
PROC DAMAGE OUTPUT
Spell Casting Fury
Fury of Magic
Weapon Affinity
Destructive Fury
Note that this does not even reflect the impact weapon damage (not procs) has on riposte, especially with the Double Riposte AA maxed (can't proc on a riposte, but weapon damage still affects riposte dps output).
Nor does it reflect the impact of increased stats from Planar Power, or the effect of increased Attack from Enhanced Aggression AAs.
Load up these AAs, and, as I suggested, give yourself about 40 Accuracy, 20 Strikethrough and Spell Damage, and 20 to all Heroic stats (not hard to do with bazaar bought equipment nowadays), and have a parse.
Mind you, I don't personally expect procs to be a major part of a weapon, it's just... the raw damage these weapons give up for elemental damage or these little procs... it's a one-sided tradeoff. Nobody wants it.
ALSO... since you play a wizard... the INT caster baton is TERRIBLE. It loses a TON of ratio compared to other similar weapons, and get's NOTHING to make up for it. Perhaps some augs could be made "Baton only" with decent INT caster-oriented procs (Time Lapse, Boggle, Theft of Thought), or the batons themselves could have Spell Damage added to make up for the missing Raw Damage, making them truly decent caster weapons.
Edit: BTW, just fishin for hope, here... any clue at all when the new hotzones and the weapon retune MIGHT maybe be coming out?
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Would like to add my vote that procs on the 85 augs should work even if you are not 85 yet. I plan to camp out at 83 for a bit and get some AA. Probably there are a lot of other people I think who are also taking the long route rather than grind straight to 85 and would appreciate using the new tradeskilled weapons if their procs work.Savage Spirit Sharrien Dreamstalker the Kraftin Kitty, Master Artisan
Primal Elementalist Ravingronn Blazewarden, Master Artisan, Master Researcher
Celestial Navigators, Maelin Starpyre
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Originally posted by Jonny Panic View PostOkay, new gripe... I WANNA PLAY AN OGRE WIZARD!!!
I'm not certain for a Warrior... my main is a Shadowknight. If you wanted to try a Shadowknight setup to test the weapon versus proc at best, try these AAs maxed:
MELEE DAMAGE OUTPUT
Burst of Power
Combat Fury
Veteran's Wrath
Knight's Advantage
Speed of the Knight (for two handed weapons)
PROC DAMAGE OUTPUT
Spell Casting Fury
Fury of Magic
Weapon Affinity
Destructive Fury
Note that this does not even reflect the impact weapon damage (not procs) has on riposte, especially with the Double Riposte AA maxed (can't proc on a riposte, but weapon damage still affects riposte dps output).
Nor does it reflect the impact of increased stats from Planar Power, or the effect of increased Attack from Enhanced Aggression AAs.
Load up these AAs, and, as I suggested, give yourself about 40 Accuracy, 20 Strikethrough and Spell Damage, and 20 to all Heroic stats (not hard to do with bazaar bought equipment nowadays), and have a parse.
Mind you, I don't personally expect procs to be a major part of a weapon, it's just... the raw damage these weapons give up for elemental damage or these little procs... it's a one-sided tradeoff. Nobody wants it.
ALSO... since you play a wizard... the INT caster baton is TERRIBLE. It loses a TON of ratio compared to other similar weapons, and get's NOTHING to make up for it. Perhaps some augs could be made "Baton only" with decent INT caster-oriented procs (Time Lapse, Boggle, Theft of Thought), or the batons themselves could have Spell Damage added to make up for the missing Raw Damage, making them truly decent caster weapons.
Edit: BTW, just fishin for hope, here... any clue at all when the new hotzones and the weapon retune MIGHT maybe be coming out?
Dunno about hotzones, but the items re-tune comes at the next full patch. No guaranteed ETA on this whatsoever, though there are internal RUMORS (NOT FACT!!!) that there will be a patch second week of December. again. I absolutely positively do *NOT* guarantee this
Originally posted by Sharrien View PostWould like to add my vote that procs on the 85 augs should work even if you are not 85 yet. I plan to camp out at 83 for a bit and get some AA. Probably there are a lot of other people I think who are also taking the long route rather than grind straight to 85 and would appreciate using the new tradeskilled weapons if their procs work.Ngreth Thergn
Ngreth nice Ogre. Ngreth not eat you. Well.... Ngreth not eat you if you still wiggle!
Grandmaster Smith 250
Master Tailor 200
Ogres not dumb - we not lose entire city to froggies
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Thanks O Wise and Magnanimous Ogre!
You and the Denmother have a happy Thanksgiving Holiday.Savage Spirit Sharrien Dreamstalker the Kraftin Kitty, Master Artisan
Primal Elementalist Ravingronn Blazewarden, Master Artisan, Master Researcher
Celestial Navigators, Maelin Starpyre
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Originally posted by Ngreth Thergn View PostInt caster weapons are always lower. Perhaps I should spike the int and mana a bit more than it is (similar wis and mana for cleric) but that has always been their way. Perhaps a bit more clairvoyance also. But the ratios they get are similar to the ratios of ALL int caster weapons in the CURRENT game.
Dunno about hotzones, but the items re-tune comes at the next full patch. No guaranteed ETA on this whatsoever, though there are internal RUMORS (NOT FACT!!!) that there will be a patch second week of December. again. I absolutely positively do *NOT* guarantee this
That change is also already in, but awaiting a patch. I have made the proc all the required level, except the simple which starts procing at 11 instead of 0
Why can't a wizard just use a Stalwart Dagger? It's not like the ratio is going to make a difference. Even Priests get a better weapon!
My reason for suggesting the INT weapon get extra Spell Damage mod3 is because spells are the weapons of INT casters. The "weapon" in their hand should improve the damage of their every attack (just like melee)... and they attack with spells. Adding more int and mana is giving them more spells... this would be like reducing the delay on melee weapons. The delay of melee weapons isn't changed significantly, but their damage goes up and up... this is the reason behind the suggestion. Make the INT caster weapon "hit" harder, by adding Spell Damage.
Melee get so much out of their weapons, because they count on them so much. Even Priests get a decent ratio (altho lets be real... weapon ratio means zip to priests and casters) and a nice proc (usually Hand of Holy Vengeance). INT casters get NOTHING... no ratio, no focus, comparatively lousy mod2 distribution, no proc, nothing.
INT casters have the WORST Primary itemization in the game... there is NOTHING unique or special or interesting about it... and here the Primary slot seems so much more flexible than most slots! All the interesting things that could be done with damage, delay, stats, mod2s, mod3s, procs, foci, type 4, 7, and 8 aug slots... and they see none of it.
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Originally posted by Jonny Panic View PostEver since the first player laid eyes on the first Steamwork Shiv, people have hated the Primary itemization for INT casters in the CURRENT game. LOOK at that knife! Now compare it to, say, Fearpoint or Dawnlight Fistwraps from the same zone. What's it missing? Lousy ratio, almost no mod2s, no proc whatsoever... casters got left behind here!
Why can't a wizard just use a Stalwart Dagger? It's not like the ratio is going to make a difference. Even Priests get a better weapon!
My reason for suggesting the INT weapon get extra Spell Damage mod3 is because spells are the weapons of INT casters. The "weapon" in their hand should improve the damage of their every attack (just like melee)... and they attack with spells. Adding more int and mana is giving them more spells... this would be like reducing the delay on melee weapons. The delay of melee weapons isn't changed significantly, but their damage goes up and up... this is the reason behind the suggestion. Make the INT caster weapon "hit" harder, by adding Spell Damage.
Melee get so much out of their weapons, because they count on them so much. Even Priests get a decent ratio (altho lets be real... weapon ratio means zip to priests and casters) and a nice proc (usually Hand of Holy Vengeance). INT casters get NOTHING... no ratio, no focus, comparatively lousy mod2 distribution, no proc, nothing.
INT casters have the WORST Primary itemization in the game... there is NOTHING unique or special or interesting about it... and here the Primary slot seems so much more flexible than most slots! All the interesting things that could be done with damage, delay, stats, mod2s, mod3s, procs, foci, type 4, 7, and 8 aug slots... and they see none of it.
"tweeks" (Like more int/mana/spell damage) I may do. Changing the fact that the ratio on int caster weapons is lower I will NOT be doing. You made the point yourself... INT casters do their damage with their spells... NOT with the weapons.Ngreth Thergn
Ngreth nice Ogre. Ngreth not eat you. Well.... Ngreth not eat you if you still wiggle!
Grandmaster Smith 250
Master Tailor 200
Ogres not dumb - we not lose entire city to froggies
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Originally posted by Ngreth Thergn View PostI have no plans to change the overall itemization plan with these weapons.
"tweeks" (Like more int/mana/spell damage) I may do. Changing the fact that the ratio on int caster weapons is lower I will NOT be doing. You made the point yourself... INT casters do their damage with their spells... NOT with the weapons.
The basic reasoning being two things:
An item in the Primary slot should generally enable a character to do more damage than if they had nothing. For melee, this would be a weapon, something with Delay and Damage... for casters, this would end up being a fetish of some sort. A Primary "weapon" that makes their spells do more damage.
It is useless to give a caster anything with a damage and delay. <--- This is the exact point your itemization basically encourages. Don't put damage and delay on a caster Primary item. Instead, give it increased Spell Damage, Clairvoyance, and Heal Amount, and a clicky instead of a proc.
Also of note for this item:
Actually. Elemental damage is about 50%... so 4 elemental is about 2 And yes it does vary. BUT it always adds the full hate... so it is like you did 40 hate and 38 damage average per swing on your 36+4 example.Last edited by Jonny Panic; 11-30-2008, 01:20 PM.
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Originally posted by Jonny Panic View Post
So, your telling me that virtually every weapon aug with elemental damage is intended for warriors? Or tanks, rather? Because no-one will want them for dps compared to Skeptic augs, unless the procs on some of them improve.
In the MOST part weapons are intended for tanks. Sure other classes can use it, and they do fill in stats and other parts, and some minimal extra DPS... but it is that, minimal extra DPS. the main component of DPS for casters is intended to be from their spells, with the weapons adding only a tiny bit... and stats (and mods)Ngreth Thergn
Ngreth nice Ogre. Ngreth not eat you. Well.... Ngreth not eat you if you still wiggle!
Grandmaster Smith 250
Master Tailor 200
Ogres not dumb - we not lose entire city to froggies
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/happyface
Thank you for fixing the Long Hammer graphic. Looks like I am getting something done when I am swinging it now.Squeaky Toy300 Smithing 7/7 - 300 Tailoring 7/7 - 300 Jewelcraft 7/7 - 300 Tinkering 7/7 - 300 Pottery 7/7 - 300 Research 7/7 - 300 Baking 7/7 - 300 Brewing 7/7 - 300 Fletching 7/7The Meanest Tradeskiller on Cazic Thule
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