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  1. #1
    Community Member Thorboar's Avatar
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    Default Radiance II weapon question

    How exactly does blindness work on a radiance II weapon? The spell blindness says it affects AC, but how much is the AC reduced?

    Also, how effective is the radiance II in the end game quests mobs such as quests in the Devil battlefield and the new quests.
    Daigar Visogoth Ranger (2nd TR)
    Svinn the Berserker- 20th Level Barbarian
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  2. #2
    Community Member Visty's Avatar
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    its -4 ac

    and it works very well as it also gives 50% misschance and autosneaks at it, esp as theres no save
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  3. #3
    Community Member Thorboar's Avatar
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    Quote Originally Posted by Visty View Post
    its -4 ac

    and it works very well as it also gives 50% misschance and autosneaks at it, esp as theres no save
    So that I'm clear......on a crit the target has a -4 on AC and misses me 50% and I get a auto sneak attack? Thats pretty sweet....and no save...
    Daigar Visogoth Ranger (2nd TR)
    Svinn the Berserker- 20th Level Barbarian
    Sarlona

  4. #4
    Community Member Visty's Avatar
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    jep
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  5. #5

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    Blinded: Unable to see. A blinded character takes a -2 penalty to Armor Class, loses his Dexterity bonus to AC (if any), moves at half speed, and takes a -4 penalty on Search checks and on most Strength and Dexterity based skill checks. All opponents are considered to have total concealment (50% miss chance) relative to the blinded character.

    Also as mentioned, the best part is auto-sneak attacks on every hit.

    The only downside to Radiance is the bug which has persisted since day 1 where any mob which is rendered immobile becomes mobile again after it is blinded. Say a mob is paralyzed or stunned, he'll stand there helpless - but upon blinding he'll start to drift off in random directions. Very annoying especially in epic quests as it can actually reduce your group's DPS while they chase an otherwise stunned mob around.

  6. #6
    Community Member Thorboar's Avatar
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    Thanks guys for the responses so far.....

    I'm thinking of crafting the following:

    Tier 1: Fire
    Tier 2: good burst
    Tier 3: +4 AC insight bonus

    I'm thinking that most of the mobs at end game are immune to fire (noticed everything in the devil battle field was immune) so the fire blast would be useless.
    Daigar Visogoth Ranger (2nd TR)
    Svinn the Berserker- 20th Level Barbarian
    Sarlona

  7. #7

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    There's LOTS of things that fire still works on.

    Devils are immune, yes. But there's more to life than devils. If +4 AC isn't going to push your AC up to around 60-70, then it will be like adding 0 AC. You could go with +2 exceptional dex instead, or maybe give it some defense that will actually help, and get 20% fire absorb. High level monsters throw really high level fireballs and meteor swarms. 20% fire absorb is a life and death difference.

    Or...just go with Fire Blast. More offense for the things it works on.

  8. #8
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    Quote Originally Posted by Matuse View Post
    There's LOTS of things that fire still works on.

    Devils are immune, yes. But there's more to life than devils. If +4 AC isn't going to push your AC up to around 60-70, then it will be like adding 0 AC. You could go with +2 exceptional dex instead, or maybe give it some defense that will actually help, and get 20% fire absorb. High level monsters throw really high level fireballs and meteor swarms. 20% fire absorb is a life and death difference.

    Or...just go with Fire Blast. More offense for the things it works on.
    Would the 20% absorb cancel 20% of the damage, leaving 60% through?

  9. #9
    Founder Kale_Hagan's Avatar
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    Honestly, when you're using RadII it doesn't really make a difference what damage the sword itself is doing. Your damage is gonna be so crazy when you're sneak attacking every hit that unless you are, as said before, pushing your AC into the 60s with insight +4, its no noticeable difference what the tier 3 damage is.

    RadII is king of the rogue weapons. Period.

    (edit) Oh, and it's extremely effective at end game (with the exception of Epic). Add Assassin III to RadII and you are a killing machine.
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  10. #10

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    Not sure how you get 20% absorb reducing 100% to 60%...

    100 point fireball (with a failed save, and no improved evasion)
    20% Fire absorb = 80 point fireball
    Resist Energy: Fire = 50 point fireball

    You can see where this would be helpful.

  11. #11
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    I thought absorb would be like a harm spell healing an undead mob. Now I understand absorb simply negates damage by a percentage, you don't gain hp having 100% absorb, like in some other games.

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