Facts:
-Scythes attack in Area of Effect
-According to the damage numbers on the pre-order pack, max damage on a scythe is 41 points.
-Critical strikes ALWAYS result in max damage and then are multiplied by about 3 (I think... maybe 2.5)
Dervishes do not have the massive bonus adds in their skills to do tremendous amounts of spike damage to armored characters like an Assassin does. However, against soft-targets and groups of targets they will probably excel when compared to an assassin.
I think that with 16 in critical strikes, 12 in scythe, and running critical eye all the time we might have the serious PvE-firepower that we need to survive without the chain combos that were required before... making hit and run AoE spikes using shadow arts very possible while still getting energy back.
Opinions?
Critical Strikes + Dervish Skills = Huge AOE Damage?
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X
W/D using Primal Rage @ 16 Strength:
41 max scyth damage base
~75% critical chance=57 damage per hit
+36% Armor Penetration=Whatever
Would work nicely if being used when waiting on recharges for skills under scythe mastery (I haven't looked at the Dervish skills at all though.. so that may not work quite as well).
41 max scyth damage base
~75% critical chance=57 damage per hit
+36% Armor Penetration=Whatever
Would work nicely if being used when waiting on recharges for skills under scythe mastery (I haven't looked at the Dervish skills at all though.. so that may not work quite as well).
C
I did some math in a french Forum, so :
Critical hits are increase for 0.0144x + 0.0027 (X is the number of points put in competence of any weapon).
Critical hits inflict are √2 x MaxDmg by the weapon
Scythe have damages between 9 and 41.
Scythe can attack 3 enemy adjacent
(from GuildWiki)
With 16 in CS and 12 in Scythe Mastery, the assassin, with his critical eye, has 40.4% chance to inflict 57,9822 damage (58 :P) has 3 enemy adjacent. So 121.2% if he hits 3 ennemy, so they are bleeding, your have XXhp etc...
@Xioden : scythe skillz need mana and a warrior havn't got lots of mana :s
Critical hits are increase for 0.0144x + 0.0027 (X is the number of points put in competence of any weapon).
Critical hits inflict are √2 x MaxDmg by the weapon
Scythe have damages between 9 and 41.
Scythe can attack 3 enemy adjacent
(from GuildWiki)
With 16 in CS and 12 in Scythe Mastery, the assassin, with his critical eye, has 40.4% chance to inflict 57,9822 damage (58 :P) has 3 enemy adjacent. So 121.2% if he hits 3 ennemy, so they are bleeding, your have XXhp etc...
@Xioden : scythe skillz need mana and a warrior havn't got lots of mana :s
Quote:
Originally Posted by Calvein
I did some math in a french Forum, so :
Critical hits are increase for 0.0144x + 0.0027 (X is the number of points put in competence of any weapon).
Critical hits inflict are √2 x MaxDmg by the weapon
Scythe have damages between 9 and 41.
Scythe can attack 3 enemy adjacent
(from GuildWiki)
With 16 in CS and 12 in Scythe Mastery, the assassin, with his critical eye, has 40.4% chance to inflict 57,9822 damage (58 :P) has 3 enemy adjacent. So 121.2% if he hits 3 ennemy, so they are bleeding, your have XXhp etc...
@Xioden : scythe skillz need mana and a warrior havn't got lots of mana :s Okay, I know I shouldnt dignify a post claiming that "three hits with a 40.4% chance of hit each results in a 121.2% chance of a crit!" with an analytical eye, but I do think that I like Son Of Ra's math behind weapon mastery much more then your french "0.0144x + 0.0027" (though I see how that could be a nice estimation, 2^4*3^2 and 3^3 are pretty clean numbers).
Oh, btw, assuming you have a 40.4% chance of landing a crit per hit, and you land 3 hits, there is a ~78.829% chance of at least one of them being a crit.
AND, you also got a couple of other things wrong that I missed in my first read through, you seriously should check out Son Of Ra's damage explained article, as its pretty freakin definitive.
Critical hits are increase for 0.0144x + 0.0027 (X is the number of points put in competence of any weapon).
Critical hits inflict are √2 x MaxDmg by the weapon
Scythe have damages between 9 and 41.
Scythe can attack 3 enemy adjacent
(from GuildWiki)
With 16 in CS and 12 in Scythe Mastery, the assassin, with his critical eye, has 40.4% chance to inflict 57,9822 damage (58 :P) has 3 enemy adjacent. So 121.2% if he hits 3 ennemy, so they are bleeding, your have XXhp etc...
@Xioden : scythe skillz need mana and a warrior havn't got lots of mana :s Okay, I know I shouldnt dignify a post claiming that "three hits with a 40.4% chance of hit each results in a 121.2% chance of a crit!" with an analytical eye, but I do think that I like Son Of Ra's math behind weapon mastery much more then your french "0.0144x + 0.0027" (though I see how that could be a nice estimation, 2^4*3^2 and 3^3 are pretty clean numbers).
Oh, btw, assuming you have a 40.4% chance of landing a crit per hit, and you land 3 hits, there is a ~78.829% chance of at least one of them being a crit.
AND, you also got a couple of other things wrong that I missed in my first read through, you seriously should check out Son Of Ra's damage explained article, as its pretty freakin definitive.
X
Quote:
Originally Posted by Yanman.be
Quote:
Originally Posted by Calvein
@Xioden : scythe skillz need mana and a warrior havn't got lots of mana :s
Learn your skills. Primal Rage blacks you out, so you cannot use any skills at all. There is downtime however.
During that 5 second downtime while you are waiting on Primal rage to recharge you still have 15 mana you can burn up at least (more depending on armor/weapons). Throw in some attacks such as Ermite's attack for example and you've got something for in between.
I'm not sure how the sycthe skills work exactly if they still do normal damage to adjacent foes, or they only attack one foe. If they still do normal damage to other foes loading up on them couldn't hurt.
In the event energy were still an issue, there is always the zealous mod for it.
I'm not sure how the sycthe skills work exactly if they still do normal damage to adjacent foes, or they only attack one foe. If they still do normal damage to other foes loading up on them couldn't hurt.
In the event energy were still an issue, there is always the zealous mod for it.
n
one of the problems with a sin is the lack of skill slots for defensive ability. With this, attack skills wont be needed nearly as much, therefore you have skill slots left to use maybe deadly arts for a fancy bonus degen/kd, or use shadow arts for heal, or maybe both.
You could also make great use of that skill that heals you when you hit a crit, cant remember the name of it though.
You could also make great use of that skill that heals you when you hit a crit, cant remember the name of it though.
S
Quote:
Originally Posted by narud
one of the problems with a sin is the lack of skill slots for defensive ability. With this, attack skills wont be needed nearly as much, therefore you have skill slots left to use maybe deadly arts for a fancy bonus degen/kd, or use shadow arts for heal, or maybe both.
You could also make great use of that skill that heals you when you hit a crit, cant remember the name of it though. way of perfection
You could also make great use of that skill that heals you when you hit a crit, cant remember the name of it though. way of perfection
S
