> Forest of True Sight > Questions & Answers Reload this Page WTF is the point of a fire mod?
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Old Jul 21, 2006, 11:19 PM // 23:19   #21
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I know you won't like this answer... But your other mods are throwing off your test results. If you wish for a more accurate test, obtain a +15% damage axe with no modifier haft and an Axe Mastery grip equal to the one on your Fiery axe.

This is logic. In order to put any value to your test results, you must be testing in a somewhat logical and controlled manner. Comparing apples to oranges (Fire to Sundering, in this case) has never worked.

Besides, according to your (however un-sound they may be) results, the Fiery axe does do more damage, even if it is a small amount. Isn't that what you were going for?
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Old Jul 21, 2006, 11:26 PM // 23:26   #22
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For testing use wildblow. Every hit is a critical hit which eliminates the randomness of your tests. Of course, you may have to do a few extra wild blows using Victo's Axe because the sundering mod could kick in a few times. Do a test using wildblow and share the results.
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Old Jul 21, 2006, 11:45 PM // 23:45   #23
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The point of any elemental mod is to take the +20 vs physical off warrior armor as well as bypass absorb runes and shield dmg reduction vs physical.
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Old Jul 22, 2006, 12:02 AM // 00:02   #24
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Life Pods are plant-type creatures and as such, to my knowledge, they are weak vs. both Fire dmg. and Slashing dmg. So for them there is indeed no point in upgrading an axe (which deals Slashing) with a Fire mod.

Now if you compare elemental damage of any kind vs. physical damage of any kind at Minotaurs or Griffons in the desert things look quite different...
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Old Jul 22, 2006, 12:27 AM // 00:27   #25
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If you are testing damage, always, and only use Wild Blow. It criticals every time and does the exact same damage every time.
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Old Jul 22, 2006, 01:57 AM // 01:57   #26
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If you really want to take advantage of the elemental mod on a weapon go secondary ele and use the corresponding 'conjure' spell.
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Old Jul 22, 2006, 02:38 AM // 02:38   #27
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Ok, you're right. Fiery mod has no significant effect on damage. It doesn't matter how poorly you've isolated the independant variable. You know you're right, and it doesn't matter what anybody else says.

Does that solve the matter for you? Your aggressive questioning doesn't seem to be geared towards garnering help you know. Why don't you just use a vampiric mod?
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Old Jul 22, 2006, 03:02 AM // 03:02   #28
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I still don't get how you say both has 15% DMG when one is clean and you added a fire mod and a +1 axe mod that armor pentration about equals the +1 Axe mod so your still geting the extra 15% DMG from the victos unless your health is below 50%
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Old Jul 22, 2006, 03:03 AM // 03:03   #29
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My question to the OP would be this: How much more damage are you expecting with the fiery mod? 13.5% is not an insignificant increase. Also, just as you say your results may be skewed one way, it's possible that they are skewed the other way as well.

The other posters who have said you're comparing apples to oranges are correct, also. The best comparison would be to get 2 collector 15^50 axes and add a fiery mod to one. You can only make a true comparison if all other aspects are equal.

Last edited by bad person; Jul 22, 2006 at 03:06 AM // 03:06..
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Old Jul 22, 2006, 03:41 AM // 03:41   #30
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The fire mod also works well for fire enchantments and hexes - conjure flame and mark or rodgort come to mind.

Just like the ice mod works well for spinal shivers.
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Old Jul 22, 2006, 04:09 AM // 04:09   #31
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burnination
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Old Jul 22, 2006, 03:22 PM // 15:22   #32
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Quote:
Originally Posted by Sereng Amaranth
burnination

QFT - yeah baby, YEAH!!!
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Old Jul 22, 2006, 05:15 PM // 17:15   #33
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I reckon there should be a complete write up on the beastiary in GW so we all know what they are resistant to and what they are weak to. But generally one should know that Ice and Fire - Fire normally wins out. Just like Rock Scissors Paper.
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