I noticed an intriguing weapon called the parrying blade. Accuracy 1 Parry 5. Maybe if you give her high enough dexterity attribute with high blades skill this could work.
I'm thinking about how many ranks Vraes would have to put into Phalanx Shield to reach a Parry 5. On several builds I have put almost all of his talent points in Phalanx Giant rats, and Deathkin pound away getting very few hits. On more than one occasion he was surrounded by Giant rats and every single attack missed. Hate to admit to you Brutal players I'm playing Normal difficulty.
So I'm thinking using the Parrying Blade could be a good way to save points placed in Quicksilver Defense to spend elsewhere.
P.S. Love Shadow Dance talent. This is what she was made for. I bank a talent point at level 11 to get it asap.
John Robinson my first playthrough was on Hard, current on (second playthrough) is on Brutalusing ideas and things I learned from first pass.
Have yet to invest in Quicksilver Defense on either save as she rarely is the focus for multiple attacks and even when attacked avoids a lot of hits. Part of that is the Stealth Sheathe giving her +5 Evasion I'm sure but even with lower Evasion armor her Dodge is good enough to generate quite a few misses.
Here in Episode 1 I like focusing on taking out the enemies as fast as possible. Perhaps with Episode 2 a higher premium will be placed on defense so QD will become more attractive.
Love Dance of Shadows as the extra movement makes her so much more dangerous. Have DoS 3 currently which gives her +2MP. Now she can choose to give opponents a Pinning Shot 5, step in close to hit 2-3 with Punishing Blades then step back from melee. If they get in her face she can step back for a PS then close in again for the PB and Frenzied blows. Working her combinations and softening the bad guys up for the others is her job. Once majority of opponents have gotten the treatment she'll focus mainly on taking out the ranged threats and let Vraes clean-up the melee types.
As for a Light Blade a high minimum damage is my first priority, then Accuracy. Parry will be the last thing I look at mainly because I try not to keep her in melee range when possible.
Guns! We need BIG Guns! Then again what do I know I'm crazy!
Dual Wielding Melee Curse attacks? If Selen is equipped with two blades and uses frenzied blows or punishing blades.
Does each blade have a separate chance to curse the target?
Believe since you only get a single attack roll with Dual Weild you only get one chance to bestow the curse effect. Do damage=targets cursed No damage=no curse effect
Is this correct for Selen and curse attacks? Only upon delivering damage (and seeing the animation) is the curse applied? I have been testing Punishing Blade and Pinning Shot and confirming this is critical to using the talents correctly.
A second question regarding Selen. When using both bows and daggers and alternating attacks, sometimes I end with using a bow attack if no enemies are within striking distance. If she is attacked in the next round while having the bow showing, does parry from the weapon, skills, and buffs apply as per the combat rules?
Lastly, how is critical damage calculated and how does it interact with armor and toughness?
phaze - welcome to the forum and thanks for the post.
Yes, you MUST do damage to cause a cursing attack. If you fail to cause damage and not see the animation then there is no curse applied.
The appearance of the bow / blade is just visual. If you are shooting the bow, as the artist, I set it up so that she is not holding Bow & Blade, then pulls an arrow and shoots and then is magically holding the blade again. So, if you are shooting alot, neither Tamilin or Selen are shown with the blade a lot. This has NO effect on your stats, you are holding a blade in your EQ screen and therefore get the correct weapon, skills, buffs, etc.
Critical is a pure multiplier to the damage after it has been rolled. Then armor and soak are applied.
Let's say, the Firebolt spell does 8 - 15 Fire Damage. That really means 8 Physical (base, no dice), and 7 Fire (dice). If you gained an item that had +4 Damage and +4 Fire Damage, the spell would deal 8-12 Physical (now, a D4 is rolled) which is soaked by Armor+Toughness, and 11 Fire Damage (D11) which is soaked by Resistance+Fire Resistance.
... does that help? The +4 Physical damage is still helping you clear the physical soak, and is not affected by Resistance. I think +4 Fire Dmg is better than +4 Dmg if you had a straight choice, as most monsters have far lower Resistance and no specific Fire Res.
Just a bad habit, I want to know how things work...and I can see different ways to do it than you did, all of them valid, but balanced differently.
For example, physical damage as a flat percentage, capped maximum, flat percentage with capped maximum, sliding percentage (declining as max damage increases), etc., etc., etc.
Actually my problem was having a +8 damage amulet & +4 damage/2% crit ring and not much in the way of fire damage with firebolt 1. So in this case, +physical >> +fire. So, 11+D12 physical and D26 fire (BB buff). CAsh is beating down armor lower than resists, so 17 avg physical > 13 average fire.