huhu malwieder,
Nunja, croslesen schadet nicht - zumal ja einige so nette Links zum Amazon Basin gepostet hatten. - Beziehe mich auf die ca. letzten 20 Seiten
Also mal nen paar Fakten aus dem
1.10 Enchantress Guide - ich gehe mal davon aus, dass MongoJerry das genügend geprüft hat - schließlich habe ja Ruval und Lib. usw. drübergeschaut. Und die Info geht weit über die Skitzen hier hinaus.
@ ES
The one real bug that affects enchantresses is that Energy Shield gets affected before resistances are taken into account. This bug causes a sorceress's mana ball to drain almost instantaneously when she is struck by any type of elemental attack. This means that not only is the sorceress not protected very well by her ES, but it also means that she will have no mana with which to teleport at a time that may be a very critical moment in a fight. Until this bug is fixed, I recommend that enchantresses, and probably all sorceresses, not get Energy Shield.
However, even if the bug is fixed, I recommend that enchantresses do not put more than one point in energy shield and telekinesis. There has been a lot of misinformation written on message boards claiming that with the right mix of top items and lots of points invested into ES and TK that a sorceress can be practically invincible. I'll save the details which are beyond the scope of this guide, but I've run the numbers every which way and it turns out that this idea is completely false. Most of the people proposing these ideas either don't understand the game mechanics, don't understand the mathematics involved, or both.
@ Berechnung Enchantschaden
1. Despite the skill description, there is no 1/3rd penalty for Enchant when used with ranged attacks. So, a multizon gets the same damage and attack rating bonus as a whirlwinding barbarian.
2. When the enchantress herself fights melee (e.g. with a sword), her enchant gets multiplied by an extra factor of her Fire Mastery. So, take Enchant's listed damage shown in the skill tab (which has already been multiplied by one factor of Fire Mastery) and then multiply by another factor of the enchantress's current Fire Mastery to find out how much fire damage a melee enchantress would deal. This is fairly easy to see, because the Lying Character Screen (LCS) actually reports the correct damage dealt by the enchantress when she melees. So the fire damage added by Enchant can be calculated for melee enchantresses with the following formula:
(Enchant base damage) * (Warmth synergy) * (Fire Mastery at time of enchanting) * (Fire Mastery at time of striking)
3. However, when the enchantress uses ranged attacks (bows, javelins, etc.), she does not receive the extra Fire Mastery bonus. Despite what the LCS reports, she only gets the straight Enchant damage added to her attacks. So, the enchantress actually deals less damage than the LCS reports. So the fire damage added by Enchant can be calculated for ranged enchantresses with the following formula:
(Enchant base damage) * (Warmth synergy) * (Fire Mastery at time of enchanting)
4. However, Enchant gets carried by the explosions from explosive bolts and arrows when shot by the enchantress (and I suppose other characters as well). The explosive part always hits a monster and if the physical arrow hits as well, it's like the enchantress hit the target monster twice with her enchant attack. If the enchantress is using a piercing bow as well, the target monster can additionally get hit by the explosions set off by striking monsters or walls behind it. Note: Explosions from arrows shot by rogue mercenaries do not carry enchant. That is, you can't arm a rogue mercenary with a Kuko and hope to get an area of effect "spell" out of it.
5. Sorceress elemental masteries affect the corresponding elemental damage delivered by equipment. So a sorceress with a level 20 Lightning Mastery, which gives a 278% bonus to lightning damage, who has a charm that does 1-20 lightning damage will actually do 4-76 lightning damage. Items that add fire damage to attacks will have their damage boosted by Fire Mastery and items that cause cold damage will receive the benefit of Cold Mastery's lower target's cold resist ability.
6. Enchant does work with assassin kicks even though the LCS doesn't indicate that it does. To test this, I enchanted a level 5 assassin who promptly killed Blood Raven in a multiplayer game with one kick.
The above six items are believed to be intentional features of the game by those who have cracked and examined the game code. The only bugs involved in the above items are the inaccuracy of the LCS in some cases and the outdated information on the skill tab that says that ranged attacks receive one-third the listed damage.
@Schadensformeln:
Complete fire damage Formula for Melee:
Melee fire damage = (Enchant damage) * (Warmth synergy) * (Fire Mastery at time of enchanting) * (Fire Mastery at time of striking) + (Added fire damage) * (Fire Mastery at time of striking)
Complete fire damage Formula for Ranged attack:
Ranged fire damage = (Enchant damage) * (Warmth synergy) * (Fire Mastery at time of enchanting) + (Added fire damage) * (Fire Mastery at time of striking)
@melee-Waffen Neue Runenwörter
1. A 'Passion' phase blade, because of its ability to allow a sorceress to Zeal and Berserk. Note that +all skills items will boost the number of Zeal attacks in an attack sequence, so one should wear at least a handful of +all skills items to take full advantage of 'Passion.' A phase blade is a good weapon with which to make a 'Passion' blade because of its fast base attack speed.
2. A 'Kingslayer' phase blade is fast, delivers lots of damage, has 33% crushing blow, has prevent monster heal, and allows an enchantress to use Vengeance against fire immunes. What's not to like? An enchantress who uses a 'Kingslayer' should probably put a lot of skill points in Lightning Mastery and Cold Mastery to increase the damage output of her Vengeance attack even more.
3. A 'Beast' weapon is a hilariously fun weapon to use, although the runes are rare. The enchantress equipped with a 'Beast' weapon can turn herself into a werebear, increasing her life, defense, and damage output. Plus, 'Beast' gives off a lvl 9 fanaticism aura that your party will appreciate, has a 20% chance of crushing blow, and has prevent monster heal. An enchantress who wears high defense armor, maxes a cold armor, uses a defiance merc, and turns into a werebear can get a defense rating that would make an iron barb step back and say, "Wow!" The one downside to the werebear enchantress is that she can't use any special skills in werebear form -- e.g. she can't teleport, cast static field, or cast enchant on partymembers while in werebear form.
Nur ein Auszug beim Überfliegen, was sich so in anderen Foren tut - aber aber sicher besser als das Rad x-mal neu erfinden. Zumal dort auch die Erfahrungsberichte sind, nicht nur die Theorie - man muß nur ein bischen umdenken wegen dem anderen Blickwinkel.
@Seisset und 1.10 Thread
nun, die Idee mit nem 1.10 Thread war nicht ganz ohne, da es hier ja sehr lang ist und durcheinander geht. Wie wäre es, neben diesem Diskussions-, Arbeits- und Communitiythread nen weiteren Thread (evtl. festgetackert) zu haben, wo nur Ergebnisse, Info und Links gepostet werden? (dachte alla Nec forum - hat mir gefallen). Wäre dann auch leichter, up to date zu kommen.
So Long
Othin