Wednesday, April 18, 2012

You've got answers, I've got questions.

Alright, I'm tired of searching through threads for answers, and half the guides that are listed in the stickies go to dead links. So take it easy on me if you've seen these questions a thousand times and are sick to death of answering them.

So here we go:

1) Dragon Claw: I've gathered that it does not apply effects like Phoenix Strike's charges twice. But what is the tooltip referring to, "adds charged up bonuses with both claw attacks"? Nothing? Bug?

2) The "double Venom bug". I've seen this thrown around here and there, but never any description as to what it actually is. If I had to guess, dual wielding claws causes Venom to apply twice?

3) Dragon Tail: does the aoe (explosive) damage also include charged up bonuses, i.e. every monster in the area gets hit by a 3-charge Tiger Strike? Actually, that almost sounds too ridiculous. Forget I asked.

4) Kicks are based on boot damage, but are they affected by any other modifiers? Examples would be +MaxDmg charms or enhanced damage percent increases found on some rune words or gems?

And finally, this is more of an open question. Why isn't Treachery more popular?

Nice level of Fade and Venom, saving you an enormous skill investment. And the armor is loaded with ias, making the loss of BoS less noticeable. Just seems like a really solid armor.|||1) It adds the charge's effect only once, and uses two claws to do so.



2) Equipment with + poison skill% damage (like Trang's Gloves and Bramble runeword armor) boosts venom by that % at the time of casting it. It is applied a second time when that venom is used in a melee attack.



3) The central target is hit by the charge, and the potential damage boost (like Tiger Strike) boosts the damage it takes, thus the fire damage the rest in the radius takes.



4) Listed in Ilkori's Kick / Trap Guide:


Quote:




What affects kicks?

Physical kick damage is calculated from Strength, Dexterity, Skill Bonuses (kicks and Pally Auras), Boot Damage, and %ED from equipment, only. This is not including mods such as elemental damage. Weapon physical damage is completely useless, meaning you want to choose weapons for other mods. Here are the other properties that do work with kicks:

* Crushing Blow, Open Wounds, Slow Target

* Magic, Elemental, and Poison Damage (not displayed on the character screen)

* Knockback (Dragon Talon and Tail have their own knockback, only works for Dragon Flight)

* Life/Mana steal and Life/Mana after kills

* %Chance to Cast on Attack/Strike

* +% Damage (except from weapon)

* +AR (except on your weapon)

* +% AR (from anywhere)

* Blind, Freeze, Prevent Monster Heal

* MF and Gold find

* Weapon Range

Properties that do not work with kicks:

* Deadly/Critical Strike

* +% Damage to Demons/Undead

* + Min damage, +Max damage, or +X Damage (so no max damage charms for kickers)

* Bonuses from Claw Mastery (boots aren’t claws)

Does Venom work with kicks?

Yes. There is a display bug which does not show any poison/magic/elemental damage on the LCS (Lying Character Screen) when using Dragon Talon or Dragon Flight. It is added to kicks but not displayed.

Do facets work with traps?

No. Again, there is a display bug on the LCS. Traps are considered minions, which is why they do not receive the bonus.

Does Grief work with kicks?

No. The +X Damage mod does not apply to Kicks, Blade Fury, or Blade Sentinal. It will work with Blade Shield, all charge-ups, and the normal attack. (The other mods will follow the rules listed above.)








Treachery is popular on quite a few non-sin chars. Mostly, it's a prebuff for fade though. Some zon builds use it, though there are better options depending on the goal.

For sins, some actually swear by it.|||Quote:








3) The central target is hit by the charge, and the potential damage boost (like Tiger Strike) boosts the damage it takes, thus the fire damage the rest in the radius takes.




Ohh, so it does work, at least in some sense. Very nice. Now to decide whether I want a TS or PS assassin.

Thanks for the answers.|||DTail is possible to do, but when building, keep in mind that the damage the taker receives is affected by physical resist, and half the damage taken after that is fire, which is also subject to fire res.

A phyiscal immune hit by DTail will do zero fire damage.|||Quote:








A phyiscal immune hit by DTail will do zero fire damage.




You can (sort of) get around this by kicking fire immunes (or other non-phys. immunes) next to the physical immunes. The physical damage of the kick is done to the fire immune, which lets you get full fire damage to everything in the radius.

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