Can someone better at math than I answer this one. Is a +6 holy burst falchion of superior bloodletting better dps than a +5 flametouched iron voltic greatsword of the sun? On non fort mobs I would guess the falchion is better but not a math wiz.
Also, do the bursting and bloodletting effects proc if you roll within the crit range even if you don't actually bypass their fort? Thanks in advance.
Last edited by DethTrip; 11-28-2012 at 12:56 PM.
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* Thelanis - Mercure *
C.L.A.W. (Council of Law and War)
From what I've pulled and seen on the AH most of the really good prefix + suffix weapons and armors end up as +2 enhancement bonus since they hit the +16 cap really easy. Best pull so far is a greatsword +2 wailing of obscenity and some cosmic of supreme good handwraps. Also got a planeforged heavy plate +2 primal of omniscience. Still havent decided which gimp gets the greatsword tossing up between my wf fvs but I barely play him or my TR thf kensai that needs capping.
AH wise I've seen 2 sceptres of +2 tempetous of supreme law and I think the other was +2 tempetous of supreme chaos and a light crossbow weakening of a thousand suns such great base weapons for those mixes >.<
I just did a very quick and dirty comparison, and in general the falchion should do more damage. Here's how I broke it down, just with base damage and extra damage effects, assuming hitting on a 2. I didn't factor critical hit damage into it:
2d4 base dmg = 5 average per hit
enhancement = 6/
holy = 7/ vs evil
holy burst = 63/20 attack cycle = 3.3 avg/
bloodletter = 273/20 attack cycle = 14.3 avg/
2d6base dmg = 7 average per hit
enhancement = 5/
voltaic = 7/
incandescence = 3.5/
flaming blast = 36/20 attack cycle = 1.9 avg/
They're about the same without the bloodletter damage, but that seriously outclasses the extra burst damage from the GS (assuming it triggers automatically on a critical hit roll). Then when you add in the bigger critical range for a falchion it pulls ahead even more. Based on spreadsheet analysis, anyway...
Last edited by Mercureal; 12-06-2012 at 04:22 PM.
* Thelanis - Mercure *
C.L.A.W. (Council of Law and War)
It's also worth mentioning that despite the names, "bloodletting" "heartseeking" and "ribcracking" do not require blood, hearts or ribs to work. My bloodletter falchion "bleeds" the training dummy dry on the ship. Meaning they work on constructs. I believe they work on undead as well.
It's essentially untyped crit damage, akin to maiming. This really gives the blood/heart/rib effects a nice boost in usefulness.
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Likewise I expect heartseeking and ribcracking not to work on zombies with DR/slashing.
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What is this damage cap you guys are talking about?
- some people have said it's +16, others +17.
Is it a cap on how large the set bonuses to damage can be, including every possible bonus? Like, enhancement, past life and weapon +, set bonuses, etc?
some information in the article might be obsolete, because the article was not yet updated with epic levels info
For trash beaters, wouldn't something like Erosive of Radiance be ideal? Probably useless in EE, but Greater Stone Prison seems to go off a lot on EH. Blinding stuff is like having Displacement, but even 4d6 light damage isn't something to be sneezed at. I will definately be keeping an eye out for Obscenity weapons, those would be very useful in EE and would be my ideal suffix. Debilitation is another good suffix if you can't get a Drow/Duergar weapon. Not sure what the crafting level of some of those combinations would work out to, so maybe Erosive of Radiance isn't possible.
Last edited by Nitesco; 12-31-2012 at 12:53 PM.
I personally like the prefix Ante as in Antecedent.
For suffixes I am all about the -ness. It implies state of being.
I like Anteness, before being.
I've got a +7 Flaming Burst Dwarven Axe of Mangling where Mangling is Phlebotomizing + Superior Bloodletter. Damage wise this weapon beats ALL the dwarven axes ingame and it will be even more powerful when risia games hits servers because it will have added Festival Icy Burst.
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I messed about with erosive there kinda junk alchemical earth t1 procs alot more since you get the earthgrab too.
Handwrap wise it sucks farming them but you can keep trying for decent random gen from the Eveningstar challenges. Managed some +6 force burst lightning strike silver of life stealing (1-3neg levels on crits). Just get teh stuff you need for one then if they suck trade them for about 30% of your ingredients back. Then you only need to do a couple of runs to try again.
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