Pikeman Archive
Thread: Question thread!
Ditto, Battle fatigue is off the charts as I managed to gather 600 BF without even thinking about it yesterday. I don't think I've gotten above 400 while hunting Nightsisters all day before, I don't like ninja nerfs or changes at least let us know or something.
As of what I've noticed, discounting what Legwand mentioned; did LegHit3 get beefed up in the damage area too or is it me? Armor holes seem to hit far more commonly, especially when fighting more than one mob.CoB seems to be more effective now. I can't seem to be able to stick Stun on 80% of the hits, Dizzy lands more rarely too I think.
If I piece anything else together I'll post follow-ups.
Official word on stacking would be nice.....heck, it isn't even answered in the knowledge base.....we all know the 125 cap, but thensomeone posted that you would only get the defenses of whatever weapon you were holding.....I thought this was what the knowledge base was for? The lack of an answer just makes me assume that they don't really know what is going on with their game.
Second question, what skill enhancing attachments don't work?
+polearm evasion, +polearm counterattack do nothing.
antares
master pikeman
antares
master pikeman
pardon me my ignorance but, what the polearm counteratack skilltapes do anyways...got plenty at home but dunno if i should use them or not ![]()
Myst
antares
master pikeman
I did a little homework and i charted and compared a TKm to a master Pikeman
Def vs dizzy +40
Def vs posture change +30
Def vs stun +50
Def vs blind +20
Def vs KD +20
Polearm acuracy +150
Polearm COB efficacy +70
Polearm COB duration +18
Polearm speed +75
Plearm toughness +26
Ranged def +25
Melee def +30
TKA
Def vs dizzy +5
Def vs posture change +30
Def vs stun +15
Def vs blind +10
Def vs KD +20
Unarmed acuracy +205
Unarmed COB efficacy +60
Unarmed COB duration +17
Unarmed speed +115
Unarmed damage +230
Ranged def +45
Melee def +62
Defence acuity +96
Meditate +100
Myst_Shade wrote:
polearms are used for defence/conteratack, not ofensive....so why oure defences suxMyst
/shrug. Our defenses used to be worse. I think it was initially intended to be the trade off for damage output. Unfortunately, the devs have broken with that line of thought with TKAs and riflemen who have both stunning dmg and defense at the same time.
antares
master pikeman
- Then I put on some armor pieces with +24 polearm damage total. If they work properly, I can expect the damage output of a 74-131 staff, with a dmg range of -137-244. I swung at the lair all the way to destruction and never broke the 199 damage mark, the exact upper end of the range of a staff with 50-107 damage.
master pikeman
Message Edited by antares_Kauri on 03-30-2004 05:27 PM
Jymox wrote:
How much added speed does one need to hit at the speed cap?
Depends on the weapon.
I think its something like 90 to hit the cap with anything 4.5 and under.