Page 1 of 2

New Criticals & Skills in v0.6.11 (strategy thread)

Posted: Thu May 17, 2012 2:31 pm
by nyktos
i see a devastating combo!!!

:twisted: :twisted: :twisted:

Internal Bleeding + Taunt

:shock:

the more skills we add, the more of this we are going to see...

[start building hype for v.0.6.12?!]

:lol:

i can't believe i didn't see this sooner!!!

:twisted:

Re: New Criticals & Skills in v0.6.11 (strategy thread)

Posted: Wed May 23, 2012 4:07 am
by Pyrizzle
I can't wait to see the finished game with all the different types of builds and skills people will come up with.

Don't forget when you start adding in all the new potions (Potion of Damage Focus, Potion of Accuracy Focus & Minor Potion of Speed) :twisted: :evil: :twisted:

-------------------------EDIT----------------------------

Just read all the new skills , holy cow! :shock:

Re: New Criticals & Skills in v0.6.11 (strategy thread)

Posted: Wed Jun 13, 2012 5:27 pm
by Mino
I decided to equip my critical hit items and see how it was in v0.6.11 and its still pretty effective, even with the new Critical hit skill / Effective Critical Chance System.

Equipped:
Dagger of the Shadow priests (Critical hit skill: 20)
RoLS x2 (Critical hit skill: 6 each) **I know the Polished ring of backstabbing has higher skill but I wanted the 25% AC
Troublemaker's gloves (critical hit skill: 4)
Bar brawler's boots (critical hit skill: 4)
Woodcutter's feathered hat (critical hit skill: 4)
More Criticals skill: level 1

This gives me a total critical hit skill of 56, and effective critical chance of 28%.
So with the JoF and DotSP, I have 4 attacks per turn, and even though I don't always get a critical hit every 1 out of 4 tries, its still often enough, especially against some of those new monsters with 300+ HP.

I'm not sure if I'll try the new critical skills though because of the grinding I'd have to do just to meet the requirements. But maybe next time I start a new game, I'll start 2, and use one just to build up the critical skills.

Re: New Criticals & Skills in v0.6.11 (strategy thread)

Posted: Wed Jun 13, 2012 5:41 pm
by DarkSavant13
nyktos wrote:i see a devastating combo!!!

:twisted: :twisted: :twisted:

Internal Bleeding + Taunt

:shock:

the more skills we add, the more of this we are going to see...

[start building hype for v.0.6.12?!]

:lol:

i can't believe i didn't see this sooner!!!

:twisted:
I guess you didn't see Fracture+Concussion either. ;) Nasty. :twisted:

Re: New Criticals & Skills in v0.6.11 (strategy thread)

Posted: Wed Mar 20, 2013 9:07 am
by Thystonius
So is any of the old school actually having a new build applying these new skills? What are your thoughts? I think by the time you have these skills, AC, AD and possibly ECC are so high the monsters die too fast... or will 0.7.0 bring REAL big enemies, supermobs (smobs) with 2k hitpoints? That'd be fun to whack :-)

Re: New Criticals & Skills in v0.6.11 (strategy thread)

Posted: Thu Mar 21, 2013 3:05 am
by nyktos
Thystonius wrote:So is any of the old school actually having a new build applying these new skills? What are your thoughts? I think by the time you have these skills, AC, AD and possibly ECC are so high the monsters die too fast... or will 0.7.0 bring REAL big enemies, supermobs (smobs) with 2k hitpoints? That'd be fun to whack :-)
the new skills will be earned differently,
through training & purchasing... not from the "Level-Up List"

so everyone will have access to the new stuff,
if they have the funding & run the right errands / complete the proper tasks.

Re: New Criticals & Skills in v0.6.11 (strategy thread)

Posted: Fri Mar 22, 2013 1:06 am
by Pyrizzle
Sadly from what i have been testing out using Taunt i see very little to no effect from the skill.

That makes me sad. I wish it was a lil more effective

Re: New Criticals & Skills in v0.6.11 (strategy thread)

Posted: Fri Mar 22, 2013 1:56 am
by Antison
Pyrizzle wrote:Sadly from what i have been testing out using Taunt i see very little to no effect from the skill.

That makes me sad. I wish it was a lil more effective

This is the one skill I have always wanted to try in my two defensive builds but have not attained yet.

your report is disheartening.

Re: New Criticals & Skills in v0.6.11 (strategy thread)

Posted: Fri Mar 22, 2013 2:58 am
by Pyrizzle
tek wrote:
Pyrizzle wrote:Sadly from what i have been testing out using Taunt i see very little to no effect from the skill.

That makes me sad. I wish it was a lil more effective

This is the one skill I have always wanted to try in my two defensive builds but have not attained yet.

your report is disheartening.
Definitely something that i want to bring up and see if there is a way to easily fix w/o making it too over powered. Balance is key!

Happy hunting!

Re: New Criticals & Skills in v0.6.11 (strategy thread)

Posted: Fri Mar 22, 2013 10:55 am
by randerthall
How effective is internal bleeding in combat? I plan on getting one and I want to know if its worth the points 8-)