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  #11  
Old January 11th, 2007, 03:49 PM
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Default Re: Last I checked...

used to drain on full damage, not just the first 5 iirc
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  #12  
Old January 11th, 2007, 04:50 PM
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Default Shadow Brand, maybe.

Shadow Brand looks to be a nice toy; it's one-handed, but of a sword length and not a dagger. It's armor-piercing, like the flaming weapons. And it's a small-area lifedrain (Leeching Darkness), so it affects more than just the guy you smacked... even if all the drain is added before applying the limits, you're still doing the damage.

It's Earth and Death, 'tho, perhaps not the most common combination.
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  #13  
Old January 11th, 2007, 06:09 PM
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Default Re: Shadow Brand, maybe.

Really! I had always assumed from its description that Shadow Brand inflicted decay, like a Bane Blade.
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  #14  
Old January 12th, 2007, 12:23 AM
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Default Re: Lifedrain

The fatigue effect makes it very powerful still, IMO. After all, the old saying goes: "What makes a supercombattant? Zero encumbrance."
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  #15  
Old January 12th, 2007, 07:27 AM
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Default Re: Lifedrain

Has anybody actually used Shadow Brand? I wonder how effective is it on SC?
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  #16  
Old January 12th, 2007, 01:59 PM
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Default Re: Lifedrain

Another item-related question: How to weapons that provide a number of attacks larger than 1 stack with quickness, and what rules govern targets? Could a Destroyer of Worlds armed with two Gloves of the Gladiator, Chi Boots, 2 Stone Birds and a Horned Helm use the Jade Armor (or any quickness effect) to achieve 36 attacks per round? Because that'd be an all you can eat buffet of magical kung-fu ***-whuppin!
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  #17  
Old January 12th, 2007, 02:06 PM

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Default Re: Lifedrain

Quote:
PvK said:
The fatigue effect makes it very powerful still, IMO. After all, the old saying goes: "What makes a supercombattant? Zero encumbrance."
Yeah good point. So I take it the reinvigoration aspec of lifedrain is unaffected? Means you may have to put a ring of regeneration on... but otherwise not too big a dent.

Assuming this combat mechanic is unchanged from dom2: you can have as many attacks as you want. But you can only attack one square per turn (two if you are quickened). So if you have like 100 attacks and are quickened, you are still only going to be able to kill 6 size-2 units per turn. If you want more than that, you will have to do something like a fireshield or perhaps trampling.
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  #18  
Old January 12th, 2007, 02:12 PM
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Default Re: Lifedrain

A huge benefit of a large number of attacks is hitting high defense units. Since each attack lowers the units defense by 2 point.

I am curious how that effect works with quickness.

Example Stone golem with a powerful weapon, jade armor, and 2 stone birds.

He is attacking some insane Vanjarl with 32 defense.

Golems attack is 12 or 14 with weapon.

Fist weapon attack misses, obviously.
8 stone birds attack. Maybe a few luck hits that don't pierce protection.

Now the Jarl has suffered 9 attacks. So defense will be 32-(9*2) = 14.

Does the Jarl's defense get reset when the golem gets his quickness turn? Or does is start at 14 and actually give the golem a good chance to hit with his main attack weapon?

BTW (why use the gloves when you could wield 2 swords of quickness for stronger attack and much better defense)?
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  #19  
Old January 12th, 2007, 09:59 PM

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Default Re: Lifedrain

Quote:
Maltrease said:
BTW (why use the gloves when you could wield 2 swords of quickness for stronger attack and much better defense)?
Gloves are cheaper, they require different gems and mages to forge them. Though I don't usually find either option very useful. 1 sword of quickness + 1 area damage shield is more attractive in most cases.
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  #20  
Old January 13th, 2007, 04:59 AM
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Default Re: Lifedrain

How about that standard (two-handed staff) that from the description seems to do area-effect life-draining? Does it work, and what's the lowdown on area-effect life-draining, like soul-vortex?
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