I think that 10dmg 10sta was supposed to be a 10dmg 0sta weapon considering all my legendaries that deal 10DMG usually have that.
Yeah I've gotten those, but this one states 10 stamina so it's a noteworthy mention. Another dual wielding question: for weapons with "fast attack speed", how does that factor in? What if you combine it with a weapon with the "slow attack speed" mod?
Things that suck: *dryads and Druid summoning in general (take up slots and do garbage damage to pretty much everything) *not knowing what grandmaster skills work with bows (cleave? Counter? Rending? I think more don't work than what FM mentioned before) Things that are pretty nifty *captain stacking. Haven't heard anyone talking about this but if you can use the elite research and max out captains they clean house pretty well.
Pretty cool! I've found that flat HP tends to be better than armor late game though. Humans have +skills that affect block, and elves have both block skills and dodge skills.
I find that not to be true. At least in my case. I'm a paladin and max heal I can do is 300 HP. Anything above 350 HP or so is redundat for me. Armor, however is very important.
Dryads are not strong, but I love to put them out there to carve up damage, they are slow moving so especially in siege missions will mostly hang around the castle and soak up some damage. As the Druid, they are also a defensive moving shield IMO.
Agreed. Armor protects you from a LOT of attacks, some skills like grandmaster Master Parry benefit greatly from AR, and you have enough hps at high levels that you should be able to manage it. Edit on Druids: their horrible ability is the one that summons dryads on kills. You can't control your army count and suddenly you have trees that don't die, don't move, and don't dps.
That's true, I guess I'm not too familiar with all the classes yet. But the things that get really threatening late game are magic attacks and armor piercing attacks (ie from seige troll and most range attackers). Perhaps I'm not fully understanding how every stat interacts, but an enemy with 90 AP (skeleton longbow) against a hero with 70 armor should have a 100% "chance to hit" if you dont have any dodge. The thing that makes this game confusing is that there are essentially 3 stats that all affect your ability to take no damage, correct me if I'm wrong in my understanding: WS - only works against melee attacks, but cannot be reduced by anything Armor - chance to block non-magical attack, but affected by enemy armor piercing Dodge - cannot be reduced by anything, chance to block both magical and physical attacks from both range and melee attackers Then there's the skill modifiers that further improve these values: Ranger Camouflage - I assume this works like dodge but only for ranged attacks Ranger Nimble - I think this affects flat dodge Grandmaster Battlefield Awareness - Does this work like armor or WS? Is it reduced by AP? Grandmaster Greater Weapon Skill - same question as above Runesmith Counter Spell - % chance to dodge magic attacks? Knight Parry - Same as GM greater weapon skill I think Knight Into the fray - ??? Knight Revenge - does this block damage at all? How do all of this interact with each other (are they additive or are they multiplicative?), and with the 4 different types of attacks? Magical range/melee, and physical range/melee.
Armor helps you ignore more enemy types and focus more on priority targets. Essential in more difficult waves in the game including endless. High HP is ok, but it wont prevent any damage. Armor prevents damage from more than half the enemy types you see in the game. At 99 armor you are pretty much invulnerable to those enemy types. So for me, Armor>HP The only part i would like to have HP more is againt high burst damage enemies like the Snipers who can one or 2-shot you to zero past your armor.
So what is the strat for wave 30. The like 20 siege trolls seem impossible to kill esp. Eith the goblin doctors healing them
Do i get crystals that i have bought back if i reset my data? Enemies are ridiculous if you decide to go melee, they block nearly every single one of my attacks.
Yeah, again I forgot that humans can get a huge base HP pool through skills and leveling. My 99 elf only has 187 base HP (iirc), but I've maxed all of the defensive skills in the gm/ranger trees, which give me: 69 WS (chance to block melee attacks) 25% dodge from Nimble +50% range dodge from Camo +45% chance to block melee attacks from behind from BA +25% additional chance to block melee attacks from GWS So even with 0 armor, that lets me block: 25% of melee magical attackers, ie cultist Either 75% or 62.5% of all ranged attackers, ie necromancer Physical melee attacks are difficult to calculate though... I should dodge 25% of of the attacks by default, so 75% get through, of which 69% should be blocked by WS... so only ~23% should get through. That's before armor/additional chance to block. So if I'm understanding WS correctly, that means AT LEAST 77% chance to block all melee non-magical attacks, even high AP units. 25% of that should be blocked with GWS skill, assuming diminishing returns (if we don't assume diminishing returns, then it would be perfect block), so only ~17% of attacks get through from the front, or about 83% chance to block vs melee attacks from the front. And if the block from behind calculation is done separately (even more diminishing), that gives us .17*.45=~9.5% of attacks from behind, or over 90% blocked from behind. If the block from behind is done on the same level as the 25% block chance, gives us .23*(1-(.25+.45))=~7%, or 93% of melee attacks blocked from behind. And that's all with 0 armor. But again I have no idea how any of this works as the game gives a very vague description of the interactions. Also... this all sounds very broken. Because it is. Never mind the fact that every time you dodge an attack, time slows down. Every time you block an attack, time slows down even more (for 9 seconds). Throw in 20% vampiricism (heals ~10% of your base hp) and it's actually impossible to die. And on the offensive side, your burst raw damage output in "real time" is second to only Runesmiths who dual-wield 2-hand swords, you easily have the most DPS in "monster-time". Guillotine is also the best mob clearing spell. I literally skip stuff that give me knockback because that would only delay my killing them, they're no threat to me. I have a 99 elf, an 31 dwarf, and a 25 human. Having played with an high level elf, I'm struggling to see how the other classes can compare at all. Maybe Juggernaut from humans, but this is still not as good as time slow against monsters. Juggernaut is probably broken in multiplayer, but I wouldn't know. Iron strength is pretty cool from dwarves for bursting targets, probably the most raw dps skill (I've found two 2hand swords with 120+ damage, but they're each like 30 STA... 60STA per swing is no joke, but that's what flurry is for). In terms of raw DPS, dwarves have a lot of things going for them (-90 armor piercing, ferocity gives up to 40 damage which is more than Knight's 30 and GM's 10), but they can't seem to man up against stuff like multiple Siege Trolls and archers. Humans can man up the same way elves can with Juggernaut, but their steroid spells are not as good. Most of what I'm saying about humans/dwarves are from speculation, as my characters are nowhere near high-level, but at least from a theorycraft perspective, elves are better than humans at tanking, and they're better than dwarves at facerushing stuff. @lvl 30 strat: get 5 greybeards and 3 snipers; snipers need to be able to one shot trolls or else there's just too many, so 4 greybeards would not be sufficient. 2-3 pathfinders, then the rest are just fodder units. The best fodder units are knights (fast), war elephants (high hp), paladins (heal). None of them do enough damage to matter, snipers are the only things that can kill trolls fast enough.
But what if you've spent them, do you just get all the crystals u have spent throughout the game or only the ones you have atm