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- You mean what gears that added flat dmg for TK skill? IF that so, any +flat dmg sources on gears except weapons/shield will do that.
Other options like +% specific dmg types, total dmg,.... from all source or any grant skills activated on attacks on gears will work.
Yeah, that's what I meant. Thanks!
So, as an example, on a weapon, "10 Fire Damage" wouldn't be added, but "10% Fire Damage" would if you had a preexisting form of Fire damage?
As well, do things such as "5% Chance to Stun" affect Throwing Knife, from weapons/shields or armour? Also, attack converted to health, is that added?
Sorry for so many questions in one post, I just know Throwing Knife has so many unique properties and I find it really interesting
Throwing knife is definitely the most unique skill in the game. You'll want to boost casting speed, mana reduction (it costs a ton of energy to spam), +4 rogue skill to make zero cooldown.
Flat damage from armour, jewelery and artifacts are added to each individual knife. Procs are triggered on each hit (Mbuti's Advocate makes a nice spear with the study prey proc). Skills that add damage on hits (Earth Enchantment, Envenom, etc.) are added to each knife. Percentage based buffs buff damage too.
Very strong skill if built right but drains energy like crazy.
Copied from online wiki:
◾ This skill use Casting Rate rather than Attack Speed.
◾ Properties applied to Throwing Knife:
armor, jewelery and artifact flat damage bonus
armor and jewelery charms'/relics' effects
any kind of percentage damage bonus from any source
any on hit effect provided by armor, jewelery and artifact
◾ Properties NOT applied to Throwing Knife:
any kind of flat weapon damage
any kind of flat shield damage
non-damage weapon properties
non-damage shield properties
So by the sounds of it, weapons are not ver yuseful for Throwing Knife builds... Are there any things besides % damage that they provide? besides "Activated on Attack" skills as well
Hm. I think +skills are on weapons. even +skill for passives or activated passives. (afaik, there are at least one with +sharpen blade, which adds to TK) I wonder, if stats on throwing weapons are added...
Anyway, I would use this skill on the left attack-button, at least at the beginning. If a skill on the left is on cd, you're using the main attack instead, then. (sadly this isn't possible for the right attackl-button.)
BTW: to my experience the rogue-tree basically has a big drain on mana for a fighting-tree (compared to magic-trees), especially, if you have all activated passives turned on. I constantly have problems to counter the passive mana-drain for these skills... (My only rogue is a brigand, yet. (rogue-hunting)).
It isn't. It's the Energy consumption from all your Marksmanship gimmickry - from Hunter. The passives only reserve Mana (the blocked out part of the Energy bar). The only "passive" that does consume E on the Brigand is Call of the Hunt, and that only does so when you cast / recast it. If you initially cast it first when re-entering the game, you'll even save those E points, because that disappears behind the reserved bar...
Traps and TK, however, have a pretty big drain, as does Study Prey + Flush Out (Hunter). When you're fighting E-less trashmobs, this can quickly eat your small-ish pool away. Even with a decent Energy leech.
Just pop an E-drink, for my Brigand the second size does a full refill, and they cost next to nothing in the latter half of normal Greece.
Back to the original topic, what sorts of things on weapons apply to Throwing Knife? SO FAR, we have +skills, %damage increases, and abilities that activate on attack... Are there any others?
Thanks for all of the input! :)
For example The Crow[www.tq-db.net]. If you get sky-high there, like >1.8k, you can pretty much ignore the melee types...
Okay, awesome! Thanks :)