Jun 04, 2006, 06:28 AM // 06:28 | #1 |
Frost Gate Guardian
Join Date: May 2006
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Weapons and their bonus's
Ok, I did a search for something about this, but didn't have much luck. I just did a bit of farming and found a fairly nice sword with a percentage bonus to damage and longer enchantments. Now I play an elementalist/mesmer, and the sword requires like 7 swordmanship or something. So my question is, even though I don't have the 7 swordmanship, if I used this sword will I still get the damage and longer enchantments bonus? I don't really care about the damage bonus or the fact that I do shit damage with it, I just think the longer enchantments thing is nice. Thanks!
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Jun 04, 2006, 06:40 AM // 06:40 | #2 |
Wilds Pathfinder
Join Date: Jul 2005
Location: drifting between Indiana and NorCal
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Yes, you should get the full bonus to your enchantment length. Attribute requirements only affect the primary stat of the item (i.e. weapon damage or shield armor). The other mods, including those from affixes, are innate to the weapon and independent of attribute level.
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Jun 04, 2006, 09:05 AM // 09:05 | #3 |
Furnace Stoker
Join Date: May 2005
Guild: The Seraphim Knights [TSK]
Profession: R/
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As an addendum to what O.J. said. Any requirements listed on the item, affect the thing they are next to, ie the Swordsman Ship requirement, only affects the damage. That said, if a seperate mod, ie 15% chance of improving the level of your mesmer spells were also on the item, there may be a seperate requirement for that mod.
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Jun 04, 2006, 04:40 PM // 16:40 | #4 |
Frost Gate Guardian
Join Date: May 2006
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well there is only one requirement listed on the sword, with two bonus's. So would that mean they're both based on that requirement? Your message seems to conflict the previous one.
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Jun 04, 2006, 04:43 PM // 16:43 | #5 |
Desert Nomad
Join Date: Jul 2005
Location: Tyria, cappin' ur bosses
Guild: Boston Guild [BG]
Profession: R/W
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No, only base damage is effected by the Swordsmanship requirement. The +15% bonus damage will calculate after it takes into acount the adjusted base damage, and the enchantment bonus duration mod will be unaffected.
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Jun 04, 2006, 05:52 PM // 17:52 | #6 |
Jungle Guide
Join Date: Jun 2005
Location: Atlanta
Guild: GONG
Profession: W/E
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Monks often use swords with the enchant mod.
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Jun 04, 2006, 06:01 PM // 18:01 | #7 |
Lion's Arch Merchant
Join Date: May 2005
Profession: Mo/Me
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As a caster, why not just use a staff with an enchant wrapping?
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Jun 04, 2006, 10:19 PM // 22:19 | #8 |
Furnace Stoker
Join Date: May 2005
Guild: The Seraphim Knights [TSK]
Profession: R/
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Ok, this is what I mean't, only with an example. The Chimeric Prism was an item that people in Europe got if the preordered the original game, about 18 months ago, give or take. It has the following stats.
Energy +5 Energy +3 (req. 8 Divine Favor) Energy +7 (req. 8 Energy Storage) Energy +7 (req. 8 Soul Reaping) Energy +7 (req. 8 Fast Casting) Armor +8 (req. 8 Divine Favor) Armor +16 (req. 8 Strength) Armor +10 (req. 8 Expertise) This made this a fairly useful item for every class in the game, but not over powered because each of the requirements was a classes Primary Attribute. In the case of energt, everyone gets the base +5, for it has no requirement. Then if you meet one of the requirements, such as 8 Divine Favor, you get an additional +3. The same applies for the armor, only it has no bonus that doesn't have a requirement. So a monk with an 8 in Divine Favor would get a bonus of +8 energy and +8 armor, while a Range with an 8 in Expertise would get +5 energy and +10 armor (but rangers have 2 handed weapons (bows) so this is only go for some trapper builds). |
Jun 04, 2006, 11:36 PM // 23:36 | #9 |
Frost Gate Guardian
Join Date: May 2006
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don't have an enchant wrapping... give me one and I'll use it
plus, as an earth elementalist who likes putting up my armor spells and running into the fray to deal damage with my area effect spells, well sword is nice because when you hit space you run right up to them :P Last edited by joncoish; Jun 04, 2006 at 11:41 PM // 23:41.. |
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