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Post by caldyrvan on Nov 5, 2016 2:05:46 GMT
I know we have the Resource Library and it is very good but every time I was looking for some information I felt like getting lost with the ton of information and millions of sub links there. I noticed that new players and even players who are playing not since yesterday are still not using some useful tricks (I don't mean cheats, maybe exploits but everyone can use it and there is no PvP so it is fair game ) or they are missing some basic knowledge and I think this should be fixed . If a mod thinks it is worth it, please make it sticky. I will try to make it short for everything, no long explanation. If someone found what he/she was looking for or something new and wants more information they can ask. This is not supposed to be an in depth guide. General |
| Sprint | Same button as for Sprinting with your mount in SP but unlike in SP you can use it on your agent and you should. | Attack Cancel | Hitting the sprint button cancels the attack animation. Using it after the first hit will greatly increase your DPS with 1- & 2-Handed Weapons and staves, much less useful with daggers, not working with Bows. | Knockdown Recovery | Even if not mention in the description the following actions will recover you from being knocked down and most other disabling effects: Healing Potion, Leaping Shot, Livid, Walking Fortress, Fade Cloak, Asaara's Leap. | Being an A..hole | Does not earn your friends. | Getting some Cloth | If you have a surplus of metal and/or leather use them to craft staff upgrades and salvage them. They will always give you cloth. Mostly important for getting Cotton, Lustrous Cotton and Imperial Vestment Cotton. |
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| Abilities |
| Deathblow no Cooldown | The upgrade for Deathblow says it has no cooldown when it kills the target but this is true even without the upgrade. The upgrade still provides the stated damage bonus. | Bear mauls the Wolves & Mind over Matter (passive Abilities) | Melee attacks against you from behind deal only one damage. | Hook and Tackle damage | The description does not state any damage but it is doing damage. My guess is about 150% Weapon Damage and it can make critical hits. | Winter'S Grasp (upgraded) | When upgraded, Winter's Grasp does damage to the main target twice. | Mana Surge (minor issue) | Recasting Barrier before it is completely decayed will prevent Mana Surge from triggering. | Spirit Mark | If you have an active minion and there are no enemies left or it is a Treasure Room Guardian, please kill it or you can't open the door to the next zone/the chest. | Disruption Field | Enhanced Disruption Field Ring seems not to increase its duration (feels more like reducing it). However the ring provides the effect of the upgrade for Disruption Field. | War Cry Upgrade | It states a bonus of +200% to Armor but it seems to be by far more. Look here for details Minuos' Explanation |
Which bonuses do stack which not?Bonus Type | Stacks? | Enhanced Ability Rings (except Barrier Ring) | No | Attribute Bonuses (e.g. Constitution) | Yes | Attack Bonus | Yes | Attack Speed Bonuses with same value | No | Attack Speed Bonusses with different value | Yes | Armor Penetration | Yes | Barrier Damage Bonus | Yes | Critical Hit Chance | Yes | Critical Damage Bonus | Yes | Defense, Damage Resistance & Reduction
| Yes | Guard Damage Bonus | Yes | Heal on Kill | Yes | Mana/Stamina Regeneration | Yes | Movement Speed Bonuses with same value | No | Movement Speed Bonuses with different value | Yes | Stagger on Hit/being Hit | Yes | Sunder on Hit/being Hit | Yes | Proc. Effects (e.g. Chance on hit to cast Immolate) | No |
I was a bit tired while writing this so if I missed something important let me know. I will modify my post or add your advice to it
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Post by 3y3vr3 on Nov 5, 2016 5:41:30 GMT
Didn't know Upgraded Winter's Grasp does double damage. Have to try it next time. Enhanced Disruption Field Ring increases the speed reduction effect to 99%, which is essentially what Stasis Lock upgrade does. When I use Disruption Field I always wear the ring so I don't need to assign an extra skill point into it. Speaking of abilities rings, I find many of them don't work correctly. Some of them increase the ability damage more than 30%, some of them less. A few rings like Ambush, elemental mines, Broadsides have no effect in reducing the cooldown according tooltips.
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caldyrvan
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Post by caldyrvan on Nov 5, 2016 13:38:32 GMT
Didn't know Upgraded Winter's Grasp does double damage. Have to try it next time. Enhanced Disruption Field Ring increases the speed reduction effect to 99%, which is essentially what Stasis Lock upgrade does. When I use Disruption Field I always wear the ring so I don't need to assign an extra skill point into it. Speaking of abilities rings, I find many of them don't work correctly. Some of them increase the ability damage more than 30%, some of them less. A few rings like Ambush, elemental mines, Broadsides have no effect in reducing the cooldown according tooltips. Do not look for Winter's Grasp doing double damage, it's applied twice (which is the same damage). Lets say it does 1000 damage for you, then it does 1000 dmg twice not 2000. You are correct. Last I was reading they fixed most of them but some still do not show the correct bonus in their description or do not show any change but do work. But as I said this is not an in depth guide. I simply wanted to provide some basic stuff which makes life a bit easier and you more useful (to yourself and the team^^).
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Post by Gekrakel (Mark) on Nov 6, 2016 6:09:13 GMT
I think raising a fallen enemy near you also gives you knockdown recovery. of course, you have to convince someone to die right next to you first. But it has worked for me before.
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Post by 3y3vr3 on Nov 6, 2016 7:21:41 GMT
Last I was reading they fixed most of them but some still do not show the correct bonus in their description or do not show any change but do work. Tried Enhanced Ambush ring which reduces the ability cooldown by 30% . Looks like it's working although it doesn't show the bonus at all in tooltips. I wonder does the ring's effect stack with cooldown amulet? Say if I have both of them equipped can I get its cooldown shorter than 6s ? (10s * 0.85 * 0.7 = 5.95s plus duelist's cooldown reduction passives). I didn't count exactly how much time it was today but it felt like that I was almost spamming Ambush. I also remember reading somewhere on the old BSN that the armor bonus of War Cry is actually much higher than what's written in the description. Maybe 2000% instead of 200%? (I could be wrong about the numbers or it has already been fixed?)
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Post by caldyrvan on Nov 6, 2016 12:58:21 GMT
I think raising a fallen enemy near you also gives you knockdown recovery. of course, you have to convince someone to die right next to you first. But it has worked for me before. Yes and it seems you are immune to knockdown effect while reviving but not to other stuff like being pushed away by a horde off shield guys Tried Enhanced Ambush ring which reduces the ability cooldown by 30% . Looks like it's working although it doesn't show the bonus at all in tooltips. I wonder does the ring's effect stack with cooldown amulet? Say if I have both of them equipped can I get its cooldown shorter than 6s ? (10s * 0.85 * 0.7 = 5.95s plus duelist's cooldown reduction passives). I didn't count exactly how much time it was today but it felt like that I was almost spamming Ambush. They do stack. I wanted to give an example now but there are to many exceptions so "I need you to look at this!" (see Update below) I also remember reading somewhere on the old BSN that the armor bonus of War Cry is actually much higher than what's written in the description. Maybe 2000% instead of 200%? (I could be wrong about the numbers or it has already been fixed?) I do not know the exact value but yes even without promotes you are nearly immune to physical damage even on nightmare. UPDATE: Added "Asaara's Leap" to Knockdown Recovery. Added "War Cry Upgrade" to Abilities. Added a Table for bonuses which do (not) stack. (see first post).
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Post by Minuos on Nov 6, 2016 15:25:00 GMT
I also remember reading somewhere on the old BSN that the armor bonus of War Cry is actually much higher than what's written in the description. Maybe 2000% instead of 200%? (I could be wrong about the numbers or it has already been fixed?) The game files show 200%, and the change is accurate in SP (from 155 armor to 310 in my case). As far as I know, War Cry wasn't really changed for MP so it shouldn't™ be any different. But you can spam it with no enemies around to stack the armor increase up to 9999 displayed armor. 155 -> 310 -> 620 -> 1240, etc. It deteriorates the same, though. Armor Rating is directly subtracted from physical damage, which could explain some confusion. War Cry+ doubles your current armor rating, so with Drakescale and the Adamant passive, it's -235 to incoming physical damage on top of the -235 you get from just existing. It's also worth mentioning that the 10 second duration is misleading. The armor increase tapers away much quicker than that.
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caldyrvan
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Post by caldyrvan on Nov 7, 2016 13:57:51 GMT
Thank you for this explanation Update: Added a link to Minuos' Post to "War Cry Upgrade"
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Post by rogueknight333 on Nov 7, 2016 14:05:07 GMT
No mention of using Mana Surge to give Virtuosos infinite mana? Or Bear Mauls the Wolves? Or are those so massively exploitative they should be considered effectively cheats?
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Post by lcneed on Nov 7, 2016 15:13:05 GMT
I think raising a fallen enemy near you also gives you knockdown recovery. of course, you have to convince someone to die right next to you first. But it has worked for me before. I think it was Terrell who said that clicking on the treasure room door (one that you could open) would also recover from knockdown. I think it is easier to convince someone to die.
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caldyrvan
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Post by caldyrvan on Nov 7, 2016 21:02:04 GMT
No mention of using Mana Surge to give Virtuosos infinite mana? Or Bear Mauls the Wolves? Or are those so massively exploitative they should be considered effectively cheats? I wanted to make it simple and added more and more. Well, the thing with Mana Surge ... if it happens (not planned) that a keeper and virtuoso meet in a game it is ok. But if doing it on purpose I would feel like being one the the players using cheat engine for infinite mana, stamina etc. Update: Added "Bear Mauls the Wolves & Mind over Matter" to Ability List.
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Post by wittyrover on Nov 8, 2016 2:44:40 GMT
I have a question. Played silent sister duo runs a few days ago. I found some passives that I don't have keep appearing above my health bar. I didn't have Furious Blows passive at that moment since I was level 6. It was PuG, so I'm not sure what passives the other player had, but pretty sure it's his/her passive. Is it some kind of bug?
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SassaMFG
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Post by SassaMFG on Nov 8, 2016 3:03:32 GMT
It happens all the time, with all agents.
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Post by Terrell on Nov 8, 2016 3:37:58 GMT
As Sassa alluded, if you have two or more of the same agents in a game, all of the other players' special icons like furious blows, guardian spirit, etc will show up in everyone's HUD who is playing that same character. Important note: just because the icons show up, you do not get the benefits. So this can be especially dangerous if you activate guardian spirit, and the icon is still there from another player, so you don't play cautiously, and end up dying by thinking you still have guardian spirit backup. (horrible run-on sentence)
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Post by 3y3vr3 on Nov 8, 2016 8:54:00 GMT
And speaking of silent sister, should it be added to the list that the sisters' throwing blades/hidden blades/whatever blades can stack to an abnormally high amount of damage? It's not that I approve of these silent abominations, but someone could find it useful... Anyway I think it's a good idea to repost some of the tips/commonly asked questions/issues even though they have been archived. Not everyone who play DAIMP visit forums, although they should , and if they want to find the answer to a certain question by simply googling keywords, I don't think they can find the links pointing directly to the documents in the Resource Library.
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Post by caldyrvan on Nov 8, 2016 16:52:39 GMT
I know what you mean and it is not restricted to the Silent Abomination. With upgraded Throwing Blades all hitting a single target followed by a Spike Trap can one or two shot most targets even NM Bosses But tbh I don't know how it really works.
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Post by Terrell on Nov 8, 2016 20:58:40 GMT
Can maybe add infinite straight line sprint after using charging bull and pressing the sprint button. It is sometimes useful for running back to treasure rooms or crossing font rooms.
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Post by caldyrvan on Nov 9, 2016 1:40:32 GMT
I wanted to help ppl, not annoy them
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Post by wittyrover on Nov 9, 2016 2:13:00 GMT
Can maybe add infinite straight line sprint after using charging bull and pressing the sprint button. It is sometimes useful for running back to treasure rooms or crossing font rooms. I thought my keyboard was not working properly whenever it happened. Mystery solved.
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Post by katsumoto77 on Nov 9, 2016 14:53:43 GMT
I'm not sure if its clearly mentioned in the ability description, but leaping shot is also a phenomenal recovery from every status effect/stun/knockdown. As I've played Archer a lot lately after getting the hakkon bow, there is one thing worth mentioning about leaping shot. For one, it is most effective in a medium range, unless against a large creature to achieve the most hits. I find up close lots of arrows miss, and long shots with it not even worth the 1 or 2 hits it tends to land. Also, if making use of oppurtunity knocks and you want to blast a dragon away, it can't be used again even if all hits landed critically, but as soon as you cast another ability its back and ready to use. So for speed purposes, I would say the fastest way to spam Leaping Shot is use it, then spike trap, then Leaping shot, rinse and repeat. I only say Spike Trap because it is an incredibly fast if not instant ability unlike explosive shot which has a second or 2 cast speed.
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caldyrvan
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Post by caldyrvan on Nov 10, 2016 3:58:53 GMT
I knew I forgot something, thank you Description: "You dive out of trouble and fire ....." It's a good hint but not clear, Bioware likes their vague tooltips in their games With opportunity knocks and looked like it hurt I have effectively no cooldown with Leaping Shot, no need to use another ability. Try to use Leaping shot while you have a wall behind you, it helps, too Update: Added "Leaping Shot" to Knockdown Recovery.
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Post by Terrell on Nov 15, 2016 7:03:05 GMT
Here is another of my patented tricks that are so obscure that no one will ever get to use them. Apparently if a Keeper dies with the passive enabled that heals the team on the Keeper's fall while on the zone to collect heirlooms or supplies with a partially drained collection meter, the Keeper's death will refill the meter. You may or may not need to be in the process of collecting it during the Keeper's death. Whew, that's a lot of necessary conditions. Good luck making use of this one but I thought it was interesting nonetheless Might hold a little more use if you are playing Red Templar HB with a Keeper that you know has this passive if you know what I mean...
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Post by 3y3vr3 on Nov 15, 2016 8:14:34 GMT
And talking about that keeper's passive, that reminds me a Heartbreaker game I played with Terrell and Rogueknight. I was a keeper, Terrell a Templar and Rogueknight silent sister. Wave 5 was pretty tough against multiple Demon Commanders and venatori mages. Rogueknight was holding himself OK but me and Terrell had a hard time surviving because we couldn't kill things fast enough. At one moment both me and Terrell were low on health. I used both of my health potions and was on the brink of death already. Suddenly I miraculously regained full health right at the moment I was about to die. Then I realized that was because Terrell had just died and his Templar's "Cycle of Life" passive, which is the same as keeper's, gave me a chance to continue the fight at the price of Belinda's precious life. With restored health I managed to revive Terrell yet unfortunately went down during the process, which also immediately gave Terrell full health upon revival... We eventually won but it was a close call. Had keeper and templar not died alternately to give each other full health, we might have wiped after all. At least I know I would have faded because there was no other way I could have survived when running out of healing potions.
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Post by Silversmurf on Nov 15, 2016 8:52:37 GMT
Here is another of my patented tricks that are so obscure that no one will ever get to use them. Apparently if a Keeper dies with the passive enabled that heals the team on the Keeper's fall while on the zone to collect heirlooms or supplies with a partially drained collection meter, the Keeper's death will refill the meter. You may or may not need to be in the process of collecting it during the Keeper's death. Whew, that's a lot of necessary conditions. Good luck making use of this one but I thought it was interesting nonetheless Might hold a little more use if you are playing Red Templar HB with a Keeper that you know has this passive if you know what I mean... Deja Vu
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Beerfish
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Post by Beerfish on Nov 15, 2016 22:07:19 GMT
And speaking of silent sister, should it be added to the list that the sisters' throwing blades/hidden blades/whatever blades can stack to an abnormally high amount of damage? It's not that I approve of these silent abominations, but someone could find it useful... Good for heart breaker friendly fire.
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