shadow realm

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Healing skills gain between 7% (small heals) and 12% (party heals) from putting on a superior. Protection skills gain virtually nothing, usually a second or two tacked onto the end that doesn't matter that much.

A common argument for taking a superior is that it makes you do more damage or heal for more, and the health loss isn t a big deal because you can play around it. Defensive enchantments from Earth gain a lot of potency however, particularly Stoneflesh Aura, in addition to extra seconds that might be necessary to maintain them.

Supetior rune of the monm

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Supetior rune of the monm

The reason for using superior runes is strict mathematical efficiency. You're making a trade-off between your margin for error (character health) for, generally, one of two things: either a straight buff to a main power attribute, moving it from 14 to 16; or to gain a lot of extra attribute points in second and third attributes by letting you lower your base attributes to less costly levels.

Mathematically, you're giving up about 13% of your margin for error (the amount of damage you can take before you get away / a monk intervenes / everything dies, etc) - a number that increases if you make further trade-offs or pick up DP - for that boost to efficiency. What you gain from that depends on what skills you want to look at, and how many dimensions scale on them. If you're looking at getting a straight, 14-16 attribute boost:

Minion armies gain a 50% increase in potency from the superior rune, between minion durability, minion damage, and the extra minion on the cap. No character benefits nearly as much going from 14 to 16 as a Minion Master.

Spiteful Spirit and Insidious Parasite do about 25% more damage if they last their full durations. At the same time Enfeebling Blood gains very little from the extra attribute, and Reckless Haste literally gains nothing. If things die before those hexes expire naturally, you get a damage bonus on par with what you get from Barbs, 14%.

Elementalist damage skills get 10 and 13% more damage when you put on the superior. With the exception of Mind Blast and Glowing Gaze, secondary effects from your skills rarely gain anything from the attribute boost. All linearly scaling damage skills perform the same way. Defensive enchantments from Earth gain a lot of potency however, particularly Stoneflesh Aura, in addition to extra seconds that might be necessary to maintain them.

Healing skills gain between 7% (small heals) and 12% (party heals) from putting on a superior. Protection skills gain virtually nothing, usually a second or two tacked onto the end that doesn't matter that much.

Physical attackers gain about 10% extra weapon damage from putting on a superior, between base damage, extra criticals, and better skills.

The argument against taking superiors stems from the value of simplified gameplay. A common argument for taking a superior is that it makes you do more damage or heal for more, and the health loss isn't a big deal because you can play around it. Well, turn that on its head. If I don't take a superior rune, I don't have to play around my fragile HP total. My mistakes are less likely to be fatal; risky moves are less risky, aggressive plays less likely to go wrong.

If the primary measuring stick of PvE is time, how much time do you save when fatal mistakes become nonfatal? How much faster can you go when methodical play can be less methodical and more aggressive? How much easier does everything become when you start playing with a larger margin for error - when instead of having to do everything right to avoid death, you can play poorly more often and still come out successful?

This is part of a larger picture on the approach to the game and problems in general, and I really can't understate it - the game is easier with minors.

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Ensign
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Physical attackers gain about 10% extra weapon damage from putting on a superior, between base damage, extra criticals, and better skills.
Shadow realm

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shadow realm

shadow realm