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So you can make a character with zero crit and high Cold, Fire, or Lightning damage and use them to cast very strong Enchants on someone else.
The moment you cast the buff on someone, the buff is effectively "snapshotted" and will stay at that value for the whole duration of 3 turns. That means that if a buffer makes themself or their next attack as strong as possible, they can cast an insane buff. And in the next turns even if they lose might,dmg, or anything really the buffs will stay as strong as when it was casted.
Regardless of the wording of it. Enchant skills apply their dmg effect EVERY time a direct hit is landed though ranged, magic or melee. And this goes for each time a direct hit is scored.
Some examples:
- Energy cannon from lightning mage does 10 direct hits in a row. Thus proccing 10 times the dmg of all applied enchants.
- Dire werewolf in druid gives the user 3 direct attacks every time they use the basic attack. Thus proccing 3 times the dmg of all applied enchants.
- Counter attack, Opportunity attack, Basic attack all use the enchants
- Even aoe spells such as Ignite which puts random fire fields on the ground. Will proc the applied enchants any time someone stands or walks in the aoe
The only way to strengthen the elemental buffs after they are cast is to have the one who has the buffs casted on them go full critical dmg and crit. As that, and lower/negative enemy resistances, seems to be the only thing that can make enchants hit even harder.
And yes. a build that completely focuses on getting the strongest enchant possible. With an ally that can land as many attacks as possible is very strong. With every hit in endgame being able to deal 500.000 with just the enchant proc alone.
That's what I was able to deduce through many hours of testing it, too. The buffer has zero crit and the buff receiver has max crit with crit damage stacked sky-high.
Crit receivers I liked were Lightning and Cold for Energy Cannon/Thunder Storm & Frozen Spikes/Ice Storm, respectively. Cold has the advantage of more control in the few fights where you can't just immediately oneshot everything, so it's kind of a toss-up between the two. I ended up using both, with 2 Fire enchanter characters solely dedicated to buffing them since Fire gear options (dual Apocolypse, iirc) are so good, making for the absolute best enchants possible.
I was playing a 6 character group myself.
The last two were a Light/Druid buffer responsible for area buffs, Good Shrooms for mana, and repositioning enemies. And I had a summoner, but repecced since summons pale in comparison to enchants - I turned them into a Cold enchanter with dual Ice King axes.
Cold enchant is nice for the chance to freeze on every hit (so 10 chances on Energy Cannon) though it's not really needed the vast majority of the time.
You can combine all elemental enchantment with a dedicated character And its still not even 50% of it ^^.
Is this an Excalibur thing? I never got one, even after 100 hours.
Thats found in a Event in the Emberlands Region.
Or excalibur?
Thats found in a Event in the Forest Region.
How is Holy better than the rest though? If I fully focus on fire I can have it hit for around 500.000 per proc. If I focus on holy I could see this turn out the same only it would be 500.000 holy dmg instead.
Is it due to there being no resistance against holy?
This combination, with arcane gear, abyssal jewelry and some light or monk specialization, lets you casually hit 6M on a fracture or a dagger throw, let alone many-sided strikes
This is a strong build for a character not dependent on anyone else, but if you supplement this with 3 Elemental Mages and their respective enchants, this can easily be one of the highest damaging builds. Even more so with a support/buff focused Light/Nature hybrid. Cold has CC and is great by itself, Lightning makes your crits hit even harder, and Fire gives you extra elemental damage overall.
All resistances can be easily reduced with "Curse" and "Fracture"; "Heat" status reduces all elemental resistances. If you're focusing on purely Physical Damage, "Claw of the Anthulk" fortune, and Bleeding stacks will give you even more damage.