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What enchants give you accuracy?
It's not enchants that I found, just some one-handed mace called "Rod of Punishment" or something. Deals decent damage with +10 accuracy, some crit chance and crit damage.
Instead of pushing own accuracy, you can also decrease opponent's Evasion (there are a lot of skills to do it).
Also a lot of artifacts boost Accuracy a lot (+30/ +50 etc), there are several skills to raise it severly.
Third option, if opponent has high evasion, use only skills that "never miss"
About how Dex influences Evasion, Garin described it somewhere. Oh, found the thread:
https://steamcommunity.com/app/469720/discussions/0/2788173147745227064/
I'd say that it depends if you plan to use your character only for daggers OR
perhaps you don't abandon an option to use One hand + Shield or 2H weapon (Blademaster class in particular).
Yet another aspect: it depends if you go full Dex or full Str equipment to use proper Shard: for str or dex, because there is no shard dex+str. So if you used equipmnet full for str, then you would use shards for str and then it would be way way more efficient to spend your stat points into str.
Nemesis has 100% accuracy with rain of arrows when enemies have a holy debuff, I've been using that a lot. Especially sick when you start getting crit damage relics.
Apart from the divine/retribution tree, I don't remember other skills that debuff enemies' evasion though?
So dex does scale with level. Guess I would have preferred str instead, but anyway I guess if I were to be going lategame in the future then the 15 stat points I allocated wouldn't make that much of a difference compared to stats from equipment
Also, are 5 bags + vault all you get for inventory space? For a game with so many enhancement items, it doesn't really support my hoarding tendencies... I've no space left now bahaha
Yeah that's a pain.. that's why I have 2 different companies with endgame gear xd so I use 10 bags and 2 Vaults xd
"Apart from the divine/retribution tree, I don't remember other skills that debuff enemies' evasion though?"
I haven't played since a while, but from what I remember+read game files...
own accuracy buff: Exorcise, Covering Fire
enemy evasion debuff: Tackle, Divine Guidance, Breach Defence (effect), Ablaze (effect), Exotic Poison effect), hmm monster effects:
Stinking Concotion, Divestive Acid, Darkness...
grants 100% accuracy: battle stance Sweeping Strikes
100% accuracy skills... ... a lot. .. ..
Fireball, Electrocute, Prayer of Retribution, Holly Light, Smite, That One's Mine, ... 26 results in total xd
If I'm playing a physical dps rogue/archer, int is going to be nothing but useless. At least if it were dex + end I'd be able to increase my health a bit. Dex seems pretty bad to spec into for a rogue compared to str.
Yeah I'm aware how strong quickness is which is exactly why i suggested this. If quickness levels were effectively raised across the board with points invested in dex maybe it wouldn't be such a mandatory pick for items that have +quickness. Keep in mind however this would only work if monsters also had a dexterity attribute factorred into their own quickness. If monsters do have attributes (str/dex/int/con) similar to the players it is not shown on inspection that I am aware of.
While I agree that only having Dex + Int shards is kinda stupid, I really hoped for Dex + End for some reason, I don't think that having Int is a bad stat to have on a Rogue/Archer. Int is the main source for your poison dot scaling. Unless you decide to play without poison, the extra int enables some ninja assassin typed hybrids, ones which also dish out some elemental damage aside of your weapon damage to better handle immunes/resistant enemies.
If it ever be possible to modify affixes and shards I'd start with those affixes which can't compete against 2 shards socketed in, like making the +1% crit chance be +2% crit chance, not really better than shards, but still at a near same level as 2 shards of dilaera, just without the damage bonus). Also I'd like to do sth about those still static set bonuses like +bonus when healer or +healing skill bonus and such.
I personally would prefer to add some armor piercing to the dex stat. More skilled characters might be able to more accurately hit vital spots and thus, causing more severe damage. I personally think that quickness should be mainly determined by the used weapon. There are already large variations between +5 quickness and -10 quickness(The Bull's Hammer as exception) but some quickness tonics are doing a good part at making it less important how much quickness you lose/gain by weapon/equipment.