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I also forgot to ask, which Wicked/Divine bonuses does stack? I know that speed or Focus on kill stack(the time adds up), what about % overdrive on Overkill? Do I get them from multiple cards per overkill?
The build evolves around Charm + Berserk Aura, you get to have an almost 100% uptime of 110% damage + 20% crit with the charm negating the enemy damage from the aura. Since I don't stack armor nor HP it's all about activating the charm and killing things fast.
Does the Oak work on Divine/Wicked bonuses + Demon Powers as well?
OK I am sold, thanks for the tip will try it out today :)
2. A hard question to answer because I don’t have every weapon card handily in front of me to discuss its validity. Off the top of my head, I use silver bullet and the magician from time to time. Magician is nice for high overdrive generating ember builds. But really, a lot of them can be useful depending on your build.
3. Okay, I definitely go against traditional wisdom here. I don’t use or like the devil card. I don’t think you need more than 120 armor pen, which you can reach by using 2x (maxed) Divine Armor pen on your cards and a “Of the Duelist” suffix on your weapon. I mostly put +% damage when health is above 90% divine transmutations on my destiny cards, which more than makes up for the lower armor pen. But the Devil is a good card when you are first starting to grind for the divine/wicked properties that you want on your cards.
I can explain my mathematics on this more if you like, but unless you have a strong grasp on logarithm functions and basic algebra, it may be a tad bit hard to follow.
It boils down to this: Armor pen above 120 does no more damage to monsters that have only 120 armor but more damage to monsters that have armor above 120. +% damage above 90% health does more damage to both. Substituting a wildcard for devil to achieve the higher armor pen also lowers your damage to 120 armor creatures. And If you’re running a build that does incidental AoE damage, like gadget or ember or tome or hammer etc, then some of the damage you do to 120 armor creatures will be done to the <120 armor creatures and vice versa.
Take into account that the log scale of an enemies armor does not scale faster the +% damage when above 90% health on a Wildcard (and at least 1 other) instead of The Devil card with wicked properties on your other cards, at least until you reach about 300 armor. And incidental damage to other lower armored enemies more than makes up for that.
4.
My favorite divine properties
+Armor Pen
+% damage when health is above 90%
My favorite wicked properties
Speed on kill
Dodge increase
5. Silver bullet makes your revolver attacks have a 50% chance to bounce to another target. It’s not bad in a pistol build. 50% chance to double your damage against multiple targets. It’s also interesting when combined with the legendary revolvers “Rock and Roll” which makes your attacks piercing.
6. Saint is awful IMHO, but I emphasize that it is just my opinion. Not a hard fact. I think armor is trash.
With regards to your brute charm, if you really want, 2 oak cards will extend the duration of charm so that you have enough time to charge up the talisman again and attempt to be invulnerable 100% of the time.
3 oak cards with a holy warrior charm will also make you immune to damage 100% of the time.
Either way a charm build is inferior to learning the game, timing your dodges, avoiding attacks and using a damage talisman like ember or gadget instead of charm, though. By using charm, you make it easier to not die, but you rob yourself of the experience of mastering the game.
To each their own though : ) I don’t judge.
Ever since I started playing with 5 Hexes activated I noticed a big difference when using the Devil card compared to playing without it. I also forgot about the amazing 50% damage buff from the Devil but KOSMOS was kind enough to mention how well it synergizes with the Oak card - it's amazing. :)
I really want to make a good revolver build, maybe I should start a new thread in order to discuss it properly, I got these revolvers but I haven't seen the Silver Bullet card yet, I assume that it only drops in Motorhead? Maybe farming the Queen is a good way to find it? (I assume it costs (2) Destiny points?)
I am not sure I understand this one, as long as the Charm is activated you cannot obtain power to charge it, as soon as the effect wears off you can start charging it. How does the Oak change that? The Oak just adds 4 seconds to the effect, from 13 to 17 seconds of Immunity but I assume that you still can't charge the Talisman during those 17 seconds, right?
Wrong, you can't recharge a talisman during the duration that's listed on the talisman itself(13sec in your exa.). Not the actual duration of the buff (in this case 17sec).
After all, that the talisman gives you the buff does NOT mean that anything that effects the granted buff also effects the talisman.
Hmm interesting, in this case I don't see the reason of wasting an extra card slot to add a second Oak card, since those 3 extra seconds of immunity should be more than enough to recharge the Talisman.
Edit: well nvm, I guess 21 seconds of immunity is better than 17 as long as the Oak cards stack.
Questions:
1) Which Demon Power synergizes well with a Charm + Berserk Aura build? Maybe something like Blink, or Death Machine(to group enemies together and damage them)?
2) Is the executioner a viable choice? I would consider that 20% damage to enemies under 50% life would be equal to an extra 20% damage to enemies in general - which for 4 Destiny points is underwhelming at best (Wildcard provides 21% damage AND crit damage for just 3 points)
Ive never been in the DLC worlds, maybe they are from there?
You can get higher damage numbers than that pretty easily.
The damage numbers on top are after all the multipliers are applied.
Here's how you could get those numbers with what's available in the base game. (the only thing that the DLC added in this is the talisman that can make you immun to damage)
http://steamcommunity.com/sharedfiles/filedetails/?id=1325524251
And that's with an uncrafted, 2-stat scythe (meaning I could still add another damage increasing modifier to it) and even the base damage isn't upgraded...
No, the numbers are without any buffs or Auras on. I will update the picture to my currennt build as I have changed a lot of things.
No, that comment was about my picture that was reconstructing the same damage with a far inferior scythe to show that far more than those damage numbers (in the inventory) are possible...