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Checking my last save(lvl21)
In my game I have one of those +1 to speed
Also an amulet which gives +1 to speed.
In weapon I have a dagger which give +1, and the best one, a rapier that gives +3 to speed.
All items are unique or divine
So, if you can craft this ring, crafting it with a character that has level 17+, it will turn out as a +2 speed ring.
The same is true for drops too, an item boost of 1 internally will become +2 on the outside startig at level 17.
Sweet, thanks for the info.
@v0 Well any crafted weapon is godlike for its raw damage and attr bonus compared to loot/paid one if you are not interested in special effects or secondary stats. My DPSes focus on raw damage obviously and my tank/supports prefer defense/effects for control over damage. A crafted weapon is good if enhanced to its fullest: add essence/poison to rank its elemental damage, increase its base damage with grindstone (sharp weapons), moonstone (mace) or bow string (bow/arbalet) gets you about 10% more damage. Usually you get +1/+2/+3 to one of the main attr (STR/DEX/INT/SPD) depending of your level. You can even crank it up more with tormented souls and go straight to stat hoarding route although this is a (very) costful one if you want to keep your stuff up all the time. For example, my lvl 12 bow gives 120-208 dmg against 63-172 for the ones sold. I won't even bother to look for these.
The only time I'm using looted/paid weapons is if the special effect is really worth it or if damage is not my main concern (for example the unique mace from the ghoul boss is my go to for my shield tank until I get something better which will take some time). Crafted gear (rings, amulet, belt) is also the way to go for the early-mid to rank up your main attributes the way you want or get the few attributes point to get to the INT/DEX/STR cap you are looking for. It will be long and hard to loot the gear you want it to be in the early game.
i dont remember numbers any more but many shop items near end of game carry +3/+2/+1 or even better like +3/+3/+1 or +3/+2/+2 to three different things simultaneously. i never managed to craft anything remotely similar.
interesting. does this require abusing rng or do you get sure boost when you craft?
Crafted ...
- daggers can have SPD
- bows can have SPD or DEX
- xbows can have DEX
- staffs can have INT
- wands can have INT or CON
Axes, swords and spears do not have crafted attribute boosts, clubs cannot be crafted except a single spiked club (Nails + Branch) without any additional boost.
The boost can only occur if a weapon is crafted at profession level 5, either crafting or blacksmithing.
The boost share a 'drop chance' with other boosts like increased damage, +Lucky Charm, etc.
So yes, it is somehow RNG and if you want only one outcome, save scumming might be required.
(And believe me, save scumming is *always* better than 'handle waste' which can result in crashes, although one has to do a lot to get that far ... ;-)
i see so that's always either-or...?
does this mean one of +dmg or +luck or +attr but never two together or all three?
Getting the version with attributes (where they exist) is better most of the time because if one has high enough crafting/blacksmithing, the damage on weapons can be increased with crafting/blacksmithing (whetstone etc.) which overwrites the boost one would get on the item with the +damage output.
Of course, for swords, axes and spears, the +damage output is preferable most of the time because those weapons do not have +attribute outputs and the +damage output of the weapons is slightly higher than the boost from whetstones (etc.).
... unless the other possible boosts are more attractive to the player (e.g. small crit chance boost on axes or +1 max. AP on swords)
The game kind of simulates a 'declining damage over level' curve by giving the weapon stats a 'damage boost'.
For example, a sword with level 1 has a damage boost of 0, while a level 20 sword has one of -20. This value determines a multiplier for the raw damage@level.
Now, in crafting, all crafted weapons use one and the same weapon stat, which means that a crafted weapon has a damage boost of (e.g.) -10 at level 5, but also at level 20.
This is one of the reasons why crafted weapons get pretty much OP (damage-wise) with increasing levels.
Together with their increased raw damage compared to drops.
Larian balanced the damage of crafted weapons just a little bit below drops which have all possible damage boosts. The problem with drops is, that one has to be extremely lucky to get all the possible damage boosts on a drop at the same time.
All this together created the picture of crafted weapons being horribly OP but the calculations I did showed that this is not the case, at least in theory. (In practice, they are because hardly anybody gets the 'perfect drop' at every level.)
Drops have the additional problem that they stay at their level and become obsolete at some point.
The same is true of crafted weapons of course, but you can craft a new one at any time (if you have the required ingredients which are not too hard to get).