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Elemental weapon < Leg. weapon
Some legendary effects like shield leech are more OP then u think.
The leather flat damage bonus seems to be weaker in most cases for Legendary weapons which is unfortunate.
As for weapons, it really depends on a multitude of factors.
What is the weapons purpose? I.E. stat stick, high damage output, leech, etc etc.
What materials will the weapon be made from? Leech on a low damage character is a moot point.
What do you, as a player, like to focus on in combat skills/roles?
Generally, most [physical combat] legendary weapons are superior to their elemental counterparts.
Generally, most social/spiritual legendaries are lackluster. Yes there are certainly some good ones (chain lightning, some argue RB4 is good). However, the majority of legendaries for both social and spiritual challenges are...underwhelming when compared to physical weapons (or social/spiritual skills).
As a rule of thumb, forget legendaries even exist until you can reliably craft or trade for them.
As it is, an Elemental-tier weapon will cap on essence with 5th tier mats and the +15% feat bonus, on a Good Quality result. Legendary will not. But, there has been mention by the devs multiple times that there exist plans to incorporate a building to increase essence yields during item creation.
For any given number of bars (ie out of the 5 bars of quality an item can have) Legendary will be superior to Elemental. It's just that right now, especially using mats in slots that aren't the highest-capacity for the item, you can reliably get more quality bars for Elemental than for Legendary. You're comparing apples to oranges, but another whole truckload of apples is on its way.
I think it's almost possible to max out essence on legendary but only by using the best material types and the highest grade materials at masterwork quality and max research bonus.
Specifically to armor. The reason for this, is because Ele armor provides significantly more rainbow shielding for the cost.
Elemental armor provides rainbow shielding.
Legendary armor provides stat boost (+1 movement), increases to max life/social/faith (based on essence type, and its a small boost), and rainbow shielding.
I'm not in-game right now, so I can't put an example down.
The gist of it is, an Ele armor provides far more rainbow shielding than a Leg armor using the same materials.
A decent Ele medium armor with 30 shielding, as opposed to a typical early Leg medium armor with 10-15 shielding. There's simply no contest until end-game or post end-game.
As for weapons, the above two posts are right.
The child situation can often be rectified by slapping a boar or horse pet onto them, but you may want to use a different type of pet for any dwarves you may have since they're almost always combat characters. This is the one situation where legendary armor can feel worth it to get the movement point. That being said, legendary shields also add a movement point, so you can use one of those instead if you prefer.
Apparently legendary armor used to carry the Retaliation skill in earlier builds of the game, the damage from which was modified by the standard weapon traits based on materials used. I can theorize a half decent strategy of using metal legendary armor to have true damage retaliation damage enemies who are faster than you, and then counterattack using poison/shield leech weapons for big damage.
But the base damage is so absurdly low with Legendary weapons though ;(
Elemental are good if you can do some at the beginning. Afterwise, you specialize your gear to match your character's specialization, and it is always better with legendary gear and top tier materials.
The crafting is quite well balanced as it was in the Awakening.
For weapons your best bets are:
1. Wood: This one is complicated. In general elemental wood weapons are better until pure Tier 5 equipment HOWEVER if you always manage to attack damaged non-unliving with your poison weapon it will almost always do more damage in its legendary form than as an elemental weapon.
2. Metal: Elemental is stronger than legendary since a 1.5x multiplier WILL give you more damage almost almost all enemies than simply bypassing their armor. This is doubly true when fighting pirates with spears since every time a new pirate is played they get a new point of armor for you to trigger your 1.5x multiplier against when performing a first strike.
3. Leather: The +3 stat bonus to damage for elemental is sad, and leather is always sad. The only reason for leather weapons is when you're making wands and artifacts that you want to be usable in physical combat.
4. Stone: Legendary is always better than elemental provided you do enough damage not to die. The jump from a 50% to 100% multiplier on armor is huge and I don't think any weapon's natural damage can overtake this.
5. Bone: The best bone weapons are artifacts so make your choice based on artifact abilities and as such it's best to make your choice based on these abilities instead of how much you will heal based on damage. If you do need to restore health during a physical fight things have gone very badly because that's what armor is for.
6. Gems: Elemental is better for gems since splash damage isn't reliable enough to matter in the first place. This is even more true since this ability does not correctly trigger for ranged weapons due to a bug so you'll never get the extra damage that it advertises.
Personally I really like the secondary bonuses, specially movement. With extra movement you can better pick your fight and even get one to two more fight per turn. More fights equals more experience.