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With an HP gem, it could be given to an Earth defender OR to a defender going to forest. Maybe Gnome will like it a lot? (Maybe even with an elemental gem?)
With an attack gem, it could be given to a Earth attacker, given its high Earth attribute: Lucky Coin, Rabbit.
Outside of that, I see no use, so gave them to the dojo masters, so at least will not get in the way of other things while also giving the bonus I need.
I'll have to keep those ideas in mind, actually. I hadn't thought of those.
The only thought I had for what to do with them had been to put defense gems into them and give them to defenders that are assigned to fight UBv4s. For me right now that put the choice between my Valkyrie, Elephant, and Whale. So I gave them to my Valkyrie and Elephant.
I don't have pots set aside for defenders to use (I only have them for actual alchemists to use) and I'm not ready for crafting any T4 gear yet (who knows when I'll get there, still have a lot of T3 to work on first) so the defense stat on these Godly Hammers (even without the defense gems in them) is massive for me. A lot more defense in one place than anything any of my dungeon pets have been working with.
It's an expensive enchant to do for Gnome, and he ends up with +104 Earth from it compared to Jungle Axe, as well as the boosted DEF and SPD. So you might not even use the Godly Hammer in dungeon at all. It seems like a hard sell here, for 104 more Earth to fuel his defensive bonuses.
Strat Room or otherwise pets who don't care about their weapon are the way to go. Examples of such pets would be Pumpkin and Tenko once you activate the Dojo (they otherwise run Ego swords to feed you exp)
Outside of Strat Room Earth, Godly Hammer is unlikely to have any staying power in any position that cares about its standard stats. It's value is being a massive Build Speed booster first and foremost, everything else is extra.
Sounds a bit like the Creators' Vest....I've got it on my Salamander right now (because the flame element boost is so good, compared to the T3 items I have), but I can picture myself switching it over to a fisherman when my standard equipment is higher level.
(The egg has been very nice for my chameleon because it gives elemental boosts in all areas without a speed penalty, and the steady growth bonuses don't hurt either; if I ever get a neutral wizard like the "death spoon" critter I may switch it over to that one.)
I'll give it a try on Armadillo, it's probably going to be better than its T2 sword although I was planning to run D2 Water Temple soon and even at difficulty 0 with that massive malus to water, I may have to switch back to the sword.
If that doesn't cut it, I'll just give to Pumpkin to at least take advantage of the building speed bonus (mine being actualy at an astonishing 0% that should be a pretty decent gain).
Rabbit is not a better option? It has a Pet token improvement that gives bonuses from Earth Equip plus 50% more attack. Even without the token improvement, the hammer should give him some good damage bonus.
Do this: Go to Rabbit's pet page, look at the Damage Potential, above the equip slots. Equip the Hammer and compare the difference. Now compare it with other Mages/Assassins you have. It should give a good idea of the power it adds and how it will affect your dungeon performance.
Edit: By the way, you can do the same with Armadillo. Just to the same process and look at Survivability, instead, comparing with other defenders.
I'll give it a try as soon as I unlock the hammer. Currently Rabbit uses a T1 Fire Sword so you're probably right here.
Tier 4 equip, so a Lv10 Gem will be 40% Attack, 1.5x from Rabbit Improve turning it into 60% Attack.
Just gotta be aware, Rabbit's main Dungeon to run until Depth 4 Dungeons is the Water Temple, and the Godly Hammer has a severe penalty to Water element (until you enchant it), which will cause Rabbit to take increased damage from all Water enemies there. The increased Defense stat from the Hammer might cancel this out, or even surpass this, but it can be hard to tell without testing.
Enchanting the event equips like Godly Hammer is a huge resource investment, regardless of doing it during event or after, an investment that should not be suggested lightly, as the other things you can do with those resources can easily surpass the value from enchanting the hammer.
For Defenders it turned into a noticeable loss of survivability on the pet sheet while Rabbit's damage potential increased from 2352 to 3647. I also ran few sims in the Water Temple and it didn't seem to have any negative effect.
If I'm understanding the descriptions (and I'm saying this so someone can correct me), Defender is the dungeon class whose "specialist" bonuses matter the least...every defender is going to take 50% damage for other pets once he reaches class level 25, whether he's a specialist or not, so the only big advantage the specialists get is a 60% instead of a 50% to protect other members. (My defenders are all specialists but I figured making the gnome into a mage would get me double benefits from a high Earth score, and this hammer is just enhancing it.)
not true
the base defender class bonus (10 + 1% per level up to cl25) caps at cl 25 - meaning the max a non-specialized defender can have is 35%.
defender specialists can go up to 50% (the base bonus still caps at cl25, but they continue to gain their specialist bonus every cl up until they hit 50%).
early on this won't seem like much, but when you compare a pet with only 35% damage mitigation and 50% to intercept versus a pet with 50% mitigation and 60% to intercept...it's around 2x extra damage mitigated from your other pets. very significant.
Aside from that, yeah. It's a bit restricted compared to other class specialties. All defenders, specialist or not, will have a boost to HP based on extra levels past CL 25. The specialty doesn't touch that part. And the specialists will intercept attacks 60% of the time instead of 50% of the time. No CL scaling on that, just gives it all to them at any level.
EDIT: Woops, redundant comment. Other reply wasn't showing yet as I typed this.
Well, thank you! That makes me glad that my defenders are all specialists, though I have enough of them that I don't feel bad about making the gnome into a mage, 'specially not with this godly hammer in play.
It's not additive. I noticed that my Armadillo at CL 38 only intercepts 41.7% of damage. Overlooked it before. (Actually, to be honest I only looked at Gnome and then I just assumed they were all past 50 as well since most have CLs in the 40s. But 5 of my 7 specialist defenders don't have that full 50 intercept yet.) The specialist bonus for that CL is 19.15% and 35 x 1.1915 = 41.7025. Oh wow, poor little Armadillo will need CL 86 to reach 50%. At that level it's 35 x 1.43 = 50.05. Anyway, going back to Gnome as the example, Gnome would reach the max at CL 29. At that level it's 35 x 1.435 = 50.225.