View Full Version : 2Hand Build Help - Fix skills
NoOnesShowMonkey
06-04-2006, 10:42 PM
I have a 23 giantman warrior I am going to use a fix skills on soon to fix him up a bit (he was previously the work of three seperate minds and opinions on making warrior - it shows in his skills).
I was thinking about trying out non-hiding ambushing some since with a claidh its basically a garaunteed kill from a head hit... Besides, I have a nice Beheading Sword I have always wanted to ambush neck with. *evil grin*
How does plainsight ambushing work? I have 2x cman and 1x perception on my main at the moment and he still fails to find an opening with enough regularity to swing instead of ambush.
My target build would be this:
2x Two Hand Weapons
2x PT
2x Cman
2x dodge
3x armor to 70 ranks (I have 70 at the moment and swing 7 seconds in a damage padded breastplate)
1x climb (redux)
1x swim (more redux)
1x ambush (to around 30 to 40 ranks?)
1x perception
Suggestions?
Thanks much.
- das menky
NoOnesShowMonkey
06-04-2006, 10:47 PM
For posterity sake, this is the current stats and skills. Do laugh at their imprecise levels and how horridly I made him... he was not really planned as stated earlier.
Suggestions of any kind would be fantastic. I try and learn as much as I can about my class as I play, but unfortunately most of this character's life was the learning process, so he is a bit of a trainwreck.
Skills:
Skill Name | Current Current
| Bonus Ranks
Armor Use..........................| 170 70
Combat Maneuvers...................| 145 45
Two-Handed Weapons.................| 150 50
Multi Opponent Combat..............| 111 27
Physical Fitness...................| 146 46
Dodging............................| 142 42
Magic Item Use.....................| 50 10
Harness Power......................| 50 10
Elemental Mana Control.............| 50 10
Survival...........................| 30 6
Perception.........................| 96 22
Climbing...........................| 50 10
Swimming...........................| 50 10
First Aid..........................| 50 10
Stats: Normal (Bonus) ... Enhanced (Bonus)
Strength (STR): 100 (40) ... 100 (40)
Constitution (CON): 97 (33) ... 97 (33)
Dexterity (DEX): 94 (17) ... 94 (17)
Agility (AGL): 97 (18) ... 97 (18)
Discipline (DIS): 67 (8) ... 67 (8)
Aura (AUR): 65 (2) ... 65 (2)
Logic (LOG): 63 (1) ... 63 (1)
Intuition (INT): 54 (2) ... 54 (2)
Wisdom (WIS): 49 (0) ... 49 (0)
Influence (INF): 52 (6) ... 52 (6)
Latrinsorm
06-04-2006, 11:22 PM
Climb and swim don't affect redux.
Perception doesn't affect open aiming. CM and Ambush do.
Just glancing at the plan it looks like you might be a little tight on TPs. You can get by with less than 2x dodge though, if need be.
Claidhmores are very large weapons, so you'll probably need more than 40 ranks of Ambush to aim reliably.
80 ranks of Armor are required to minimize all physical penalties in metal breastplate.
Aiming a claidhmore is going to be base 11, and at best Giantkin get I think 3 seconds off, so be prepared for long RTs.
I would go with open maul aiming to the head or neck, personally.
Warriorbird
06-06-2006, 04:28 PM
If you want to behead with a claidhmore you'll want cman precision to set it to crushing damage. A maul would be quicker but less of the sword effect. Slash crits don't actually behead.
DrZaius
06-06-2006, 05:06 PM
From play.net.
"
Damage Reduction (REDUX) is the inherent ability of a character to gain resistance to damage caused by melee attacks through training in certain physical skills.
The amount of Damage Reduction that a character receives is based on primary, secondary, and tertiary skills. All three sets of skills are used to determine the overall reduction in the amount of damage that is inflicted upon the targeted character. Spending time studying spells reduces a character's focus on the physical aspects of combat, and reduces the benefits from Damage Reduction. Characters with two or more spells known per level will not have Damage Reduction.
Primary skill: Physical Training
Secondary skills: Two Weapon Combat, Armor Use, Shield Use, Combat Maneuvers, Multi-Opponent Combat, Dodge, Ambushing
Tertiary skills: All weapon skills"
Stunseed
06-06-2006, 05:09 PM
Play.net is not accurate. If you go on the official forums, under the H&C folder, there is plenty of info about DFRedux for you to chew into.
DrZaius
06-06-2006, 05:11 PM
I stand corrected.
Stunseed
06-06-2006, 05:26 PM
On further research, you'll find a real base formula used by Porcell/Anathemus to calculate the new ideas of dux.
DrZaius
06-06-2006, 05:48 PM
Any chance you could link me to Porcell's calculations? I'd appreciate it; the official boards are a bit hard to navigate.
Stunseed
06-06-2006, 05:54 PM
Latrinsorm can quote it from memory, I'll let him educate you. :)
Latrinsorm can quote it from memory, I'll let him educate you. :)
Not only can he quote it from memory, but he can calculate your redux whilst reading a book, praying, and growing a ponytail.
Stunseed
06-06-2006, 09:33 PM
It's because Jesus loves him, no doubt.
Latrinsorm
06-06-2006, 10:28 PM
:S <3
I really hope the play.net is accurate insofar as the relevant skills are concerned, we've been assuming it is.
We can calculate lots of stuff. As of today, we cannot calculate from redux points (each primary rank is worth 1 redux point, each secondary is worth .4, and each tertiary .3) to redux factor directly. We have to back out redux factor from hits.
The big difference between redux factor and DFRedux % is that DFRedux % only applied to Damage Factor (as the name suggests) and therefore only to raw damage. (N.B.: There are two parts of any hit: raw damage and crit damage. Raw damage is governed by damage factors, and is used to calculate crit rank, which in turn represents a specific value of crit damage depending on crit type and body part hit.) Damage reduction, on the other hand, applies to both raw damage and crit damage. As such, it is not technically accurate to describe its action as on the damage factor, hence the change of name from DFRedux to Damage Reduction (though the play.net forum title has yet to catch up with the times).
Another very very important difference is that the higher the redux factor, the more the crit divisor will depress. Bigger crit divisors are better, so this isn't exactly a great boon. However, you will be much better off with redux factor .500 and a crit divisor of 9 than no redux and a crit divisor of 11, as you can readily see. We're not sure yet how crit divisor depression factor relates to redux factor, but it appears to be roughly redux factor divided by 2.5 or so. The crit divisor multiple (CDM) also appears to decrease as redux factor increases, making crit divisor depression even more palpable.
If you look under the Hunting and Combat folder, there's a folder named "DFRedux" or some such thing. I'm pretty sure you can scroll all the way back to Jolena's hits. The funny thing about that is that Nodyre suggested using a weak weapon versus very strong armor. A priori, this was a poor suggestion to make, as DFRedux could be most accurately determined on very high-damage hits. However, the hits were utterly irreconcilable with the GS3 concept of DFRedux, which (eventually) led me to the current hypothesis. It's a fun read for me, you may want to skip to the thread entitled "Request" though. I'm pretty sure it'll give a quick skim over the progress made and detail the sort of hits we need to nail down the CDM. We can also always use redux hits in general. No damage padding, no damage weighting, preferably weapons (as opposed to claws/bites/etc.).
StrayRogue
06-07-2006, 09:03 AM
I still think it sounds better to say you have "50% redux", than a redux factor of ".500".
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