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Post by riverjack on Nov 29, 2015 15:58:50 GMT -5
the first 2/3 of the game, into end of ep 2, kj was crazy beast mode. had firebolt 10 as fast as i could without breaking him.
now it seems as a level 38 kj going up against monsters with 1600hp that heal 450 a turn... a level 10 firebolt just doesnt cut it anymore. the damage just isnt enough. Tamilin crit hits with RO for 400 plus whole stacks, while kj does a measly 100-150 with barely a 200-250 crit on a blue moon. i am not too happy with firestorm 8 either, sure it hits a lot but the ap to use it is waaay to much when it only does 80-130 damage on 500hp skeletons. tamilin can crank out quadruple hit dps for half as many ap.
anyone else feel the same way? running orig team and my only real damage dealer is Tamilin. hmmph.
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Post by xdesperado on Nov 29, 2015 18:51:58 GMT -5
Are you using Choking Ash?
Also look at building synergy for entire team.
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Post by Cory Trese on Nov 29, 2015 20:35:28 GMT -5
Totally depends on your build.
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Post by riverjack on Nov 29, 2015 21:02:08 GMT -5
i dunno how much it can depend on my build.. he is either gonna do damage or not. ya i have ash 8 but honestly never use it. ill ash up mobs who spawn but can never ever get it to hit more than one or two. i see it more than a waste of 3ap more than anything. i dunno.
to be honest im steam rolling through cod at level 38, prolly 1/3 of the way through it. and even with the lackluster damage from kj im still owning double pulls with ease.
im just thinkin, reading that most players are in the holding pen at around 34 that perhaps since the mobs are scaling with me, my talents kinda are not. i have a feeling my build in cod at level 32-34 would be demolishing it. but im level 38 and the ghouls are all 40.
still having fun just commenting that with no curses what so ever tamilin is hitting huge piles of fools for 400 plus crits and my mage just kinda blowin smoke.
:-)
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Post by riverjack on Nov 29, 2015 21:03:27 GMT -5
unlock firebolt 11-12 haha.
i just think that at level 35-40 the base level 10 talents are not enough. at level 30 they destroy... further more to support my theory of being 'over geared at the same time under talented' i have not looted a single thing in CoD thats an upgrade to what i have going into it. feels like i have hit a ceiling in the game but the monsters keep getting stronger while my team has leveled off
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matrim
Star Hero
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Post by matrim on Nov 29, 2015 22:52:29 GMT -5
Some things to consider as you get to higher levels. As equipment gets better and better itemization becomes more and more important. Building Kj with fire damage (which itemizes for less than pure damage) and building his burning blades really pumps his damage. To give you an idea, with mobs ashed and full BB I was hitting for about 90 with a level 1 firebolt. Synergy is really the engine late game. The most effective teams will have all these areas covered; tanking, cursing armor and resistance, cursing parry and dodge. With all these taken care of you should be hitting for 100ish with anyone on normal hits with Tam doing her crazy 400 AEs. Something to consider might be building tam to take down armor with SS. This lowers her individual damage but boosts everyone else's by a big margin. A full team of the original 4 is hard to synergize as effectively as when you have all 8 characters to choose from. I feel there is a lot of overlap with the original 4. Take Kyera's EA curse and Kj's MS curse...both great curses individually and great to build on either but together it's overkill. With the others though you can build Fyona Strickening with Kj's MS which makes things miss all the time and your guys hit for tons as well, way better synergy. Tldr: Build Kj pure fire damage, maybe build SS on tam to bring up party damage. Buy all characters to support more great TB games.
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Post by riverjack on Nov 30, 2015 1:06:56 GMT -5
the reason i have no plus X damage gear, solely acc and hp or dodge or parry... is because unless im mistaken... all spells are Physical damage... right? am i wrong here? thats why my kyera never worked as banishment... the spell was psysical... why why why this mechanic exists i dunno. a firebolt should be 100% fire damage. sure the armor can soak but a firebolt should not be the same as a sword strike. banishment should be 100% unholy.. thats why i respect kyera with no offensive spells what so ever. rather have warders and piety at 10 than some bunk ass spell that doesnt do squat. am i incorrect here? i have purposely not stacked extra damage gear cause the initial hit isnt the same... and at this point plus 20 fire damage is getting resisted or mitigated anyways. right? a rank 10 firebolt is same as a strike from my warrior??? okay i like the TB brothers games, best on iphone besides the infinite black.. not sure i wanna try templar battle force cause the youtube video with andrew makes it look kinda hard.... still the best game house on phone by far. if they made a legit mmo id be a $1000 deep. all gravy. guys wanna laugh? watch this. youtu.be/cEFPZWK4ElE
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Post by bobc on Nov 30, 2015 5:22:40 GMT -5
i dunno how much it can depend on my build.. he is either gonna do damage or not. ya i have ash 8 but honestly never use it. ill ash up mobs who spawn but can never ever get it to hit more than one or two. i see it more than a waste of 3ap more than anything. i dunno. Choking Ash is a curse and curses are guaranteed hits. If you are only hitting one or two mobs then check your conjuring level. Conjuring will determine the duration of Choking Ash and the number of mobs it will hit. Level 5 Choking Ash is capable of hitting 9 mobs, but you need Conjuring at level 9 to achieve this. Attack spells do physical and elemental damage. The base damage is phsical; the range is elemental. If you equip +physical damage gear then you get the base damage and a dice roll for the gear. If you equip +elemental damage gear then it will extend the damage range if it is the same type as the spell, or be rolled separately if it is a different type. Since armour is generally greater than resistance I normally stack the +elemental damage gear.
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Post by anrdaemon on Nov 30, 2015 7:09:53 GMT -5
Firebolt 1, Firestrom 1, CA10, max Knowledge, max Sorcery. No issues.
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Post by Cory Trese on Nov 30, 2015 10:08:12 GMT -5
Firebolt 1, Firestrom 1, CA10, max Knowledge, max Sorcery. No issues. As I said above, it all depends on your build. Unfortunately, riverjack you are way wrong about combat mechanics and the way gear stacks against soak. Hopefully you can find a build that you like!
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Post by fallen on Nov 30, 2015 11:47:05 GMT -5
i dunno how much it can depend on my build.. he is either gonna do damage or not. ya i have ash 8 but honestly never use it. ill ash up mobs who spawn but can never ever get it to hit more than one or two. i see it more than a waste of 3ap more than anything. i dunno. Max number of targets affected by a curse = Conjuring. You should look at your gear and if lack of damage is your issue, then you need to work on bringing damage into your gear build.
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Post by En1gma on Nov 30, 2015 12:08:40 GMT -5
Never underestimate the power of elemental damage gear on your mage. I've pushed Vincent's Lightning Spear well over 225 max damage before I respecced him. He used to fry entire groups at once, so I can only imagine the havoc KJ could wreak with the same level of gear...
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Post by samopop on Nov 30, 2015 12:34:28 GMT -5
I agree w/ En1gma. I use a level 2 firebolt w/ a level 40 Kjarten, maxed choking cloud, and a whole bunch of elemental gear plus a maxed holy strickening Fyona. Most fireballs do >200. I upped firestorm to 5 to get the maximum size and then stopped. It'll hit everyone (that has been strickened and choked) for > 200 with crits being much higher.
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matrim
Star Hero
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Post by matrim on Nov 30, 2015 16:39:55 GMT -5
Spells are not all physical damage. The minimum damage is physical but the damage range is elemental. So a firebolt that does 55-100 damage would do 54 physical damage (consistent damage that is always soaked by armor) and 1-56 fire damage (range damage that is soaked by resistance and Ele resist). Any gear that raises straight damage will be added onto the physical portion of the spell (making it a range, so +15 damage would make the physical portion 55-69 damage, again soaked by armour, making the the damage 56-115 but evenly dividing the damage between fire and physical damage allowing all the enemy's armour and resistance to soak the maximum amount of damage) and not affect the fire damage of the spell at all. Now +fire damage will be added to the damage that is based on a roll (so +15, even though fire damage is cheaper on items than physical damage so +18-20 is a more realistic comparison, would result in 54 physical damage and 1-71 fire damage for a total of 55-115 damage). The difference comes in the soak, typically monsters will have more armor than resistance if you can get fire damage to a point where you consistently beat their resist then it comes out ahead of physical damage because the random part of soak (smaller random number because of the lower resist than armour). All this to say this, raising fire damage results in more consistent and higher numbers. Something that you can also see is that cursing armour results in damage increases in both physical and magical attacks so it is a very powerful curse.
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Post by fallen on Nov 30, 2015 16:42:12 GMT -5
matrim - great summary of the rules and considerations. +1!
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