Unidentified Weapon Testing
ubrikkean
I remember hearing that certain things are testable about an unidentified weapon and it's attributes, but what specific attributes are testable?
Apache_Planeswalker
Well, you can go outside and equip any Unid to see what changes. Health bonus of 30 = Perfect Fortitude. Energy degen -1 = Zealous. I don't do it myself but I'm guessing thats what you mean.
Not sure about this, but: Max Req 9 Longbow maybe does 50 to a low level moster as a crit hit. Max Req 9 Longbow Unid does 57 to the same monster as a crit hit, which means +15% damage.
Not sure about this, but: Max Req 9 Longbow maybe does 50 to a low level moster as a crit hit. Max Req 9 Longbow Unid does 57 to the same monster as a crit hit, which means +15% damage.
ubrikkean
Okay, it was the innate mod that I was wondering about specifically, since I have a req. 8 unid Chaos Axe.
Shadowfox1125
Take a white, req 8 max axe. Equip Wild Blow and go to the Isle of the nameless. Use wild blow on one dummy with your white axe. Record the damage. Equip your unid weapon and do the same, but repeat this to see if there are irregularities. I think someone said to take the damage with your unid weapon, provided that it did more damage, and subtract it by the damage with the white weapon. Divide by 100.. something like that.
B??x??44????1@$
The equations shouldn't be that hard.
I'd say just find the averages and see while in stances, enchants etc give you extra damage.
Aaaaand, be sure to check for the -5 energy, always over looked
.
I'd say just find the averages and see while in stances, enchants etc give you extra damage.
Aaaaand, be sure to check for the -5 energy, always over looked
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ubrikkean
@shadowfox
Yep, I had done just that, I just wanted to make sure the innate mod showed through even when unidentified.
Thanks for the help, all.
Yep, I had done just that, I just wanted to make sure the innate mod showed through even when unidentified.
Thanks for the help, all.