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Old Feb 02, 2006, 10:36 AM // 10:36   #21
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Quote:
Originally Posted by Masta Killa Man
This is a descent thread,I am a droks runner myself and I want to say that I think that it is untrue that you need to but sup ab. on chest as someone said above,actually I would like to see officially somewhere where where you put it actually matters.
This is as official as it gets....Me Nofat trusts Ensign for good reason (he's always right ). I will withdraw my undereducated comment about putting Sup ABS on your chest. Seems it doesn't matter.

Quote:
Originally Posted by Ensign
The testing is as scientific as it gets. My conclusions are as open to revision as any, and are revised as new data suggests otherwise.

While armor is location specific, absorption is not. The -3 damage you get from a Superior Absorption rune is going to apply to hits on *every* location, whether the rune itself is in your chestpiece or your boots. The same goes for the -2 damage that a piece of Knights / Ascalon armor gives you - it's a universal bonus that applies to all hit locations.

Attacks still hit particular locations, and it's very noticible when an unarmored site takes the blow. When I'm standing in a Firestorm with full pyromancer's armor, it's obvious when I get a headshot - I take 24 damage instead of 18. The armor level of a hit location is still the basis of all future calculations. =)

Armor does not affect the chance to hit a target. That's always 100% unless there's a buff, debuff, or other effect forcing otherwise. Armor is simply damage reduction on blows that do hit.

The trick is to not think of 'reduces damage' as a location specific modifier. As far as I can tell the only mods that can be location specific are armor altering ones. Think of a Superior Absorption or the Knight's bonus the same way you would the health boost from a vigor rune, or the +1 to an attribute from your hat, or even +armor from a weapon upgrade. It's universal, and applied after armor.

Shields are conditional armor based upon facing - it adds its armor bonus to any attack that comes from 'in front', regardless of hit location. Just what 'in front' translates to in game, I'm not sure.

Peace,
-CxE
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Old Feb 02, 2006, 10:49 AM // 10:49   #22
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Originally Posted by rayne2550
I used to do Droknar's runs quite frequently, but as of late I can't stand to even try. Whether it's the 2-3 Wurms in the first cave, or the combo of Avicara + Ice Golems just outside of that cave, it is quite a feat to make it out of that spot. So imo, from the runner's perspective it's just not worth it. If it was 4-5k per person, then it would be. But making 10-15k per run isn't worth the trouble imo. But once in a while I'll try runs for guildies.
I agree! For the effort of learning the run and the amount of time you put into it we should all be charging 4-5K and not the 2.5 to 3K that has become standard. Another reason I posted this thread is that I watch horrible runners all the time that say they run it perfect 100%. NEWS FLASH >>> There is not a player in the game that can solo run this without dying every once in awhile. That means never dying period....not even to set your spawn. I would end up watching too many people that just want a try at it or I would offer 100K to the first person that I watch run it 100% 10/10 times. No I am not offering....too many that cant will respond.

I still need a very good and detailed map with directions...safe spots...and areas of interest...if you are good at photoshop please post some maps that will be moved to the main post. Thanks...Me Nofat

Last edited by Me NoFat; Feb 02, 2006 at 12:37 PM // 12:37..
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Old Feb 02, 2006, 04:42 PM // 16:42   #23
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Nice thread. I disagree a bit on weapons selection. I use HOD right now with a +5 armor grip. You suggest an HP grip. That 30 HP goes quick but that +5 armor lasts through your whole HP bar. I would bet it's better over the long run.

SC
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Old Feb 02, 2006, 06:08 PM // 18:08   #24
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I was actually thinking the same thing about the grip. Someone really smart should do the calcualtions over 510 hp etc. They are much easier to obtain too.(the defense ones)
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Old Feb 02, 2006, 10:54 PM // 22:54   #25
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I have used both in several runs and IMO it is easier with the defene grip.
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Old Feb 03, 2006, 05:13 AM // 05:13   #26
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Please correct me if I am wrong but the defensive grip only applies to physical damage. That is fine for the part after Lornars but I find that I take more magical damage in the Lornars section than physical. My suggestion would be to run with both. I would use the +30 health through the lornars section and the defensive through the rest of the run. If what I have stated is not true and if someone can provide test results that prove one is better than the other please post it here and I will edit the main post.

Thanks
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Old Feb 03, 2006, 06:14 AM // 06:14   #27
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The defene mod is +5 armor vs everything so if you are using glads armor you will have plate/dragon AL. Also I am pretty sure there have been many posts proving that +5 armor is better than +30 health.
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Old Feb 03, 2006, 07:46 AM // 07:46   #28
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Defense is universal. Shelter and Warding are specific.

Extra health is more valuable in degen heavy areas, such as those infested with heretics. The extra armor only makes a difference if you stand and fight.
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Old Feb 03, 2006, 09:22 AM // 09:22   #29
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Quote:
Originally Posted by Sk8tborderx
The defene mod is +5 armor vs everything so if you are using glads armor you will have plate/dragon AL. Also I am pretty sure there have been many posts proving that +5 armor is better than +30 health.
Quote:
Originally Posted by Hockster
Defense is universal. Shelter and Warding are specific.

Extra health is more valuable in degen heavy areas, such as those infested with heretics. The extra armor only makes a difference if you stand and fight.
So it appears that the debate continues. Running through Lornars I would venture to say that I would rather have defence against degen and not damage. Consider that most people die in one of 2 areas. You usually either die right outside the first cave if you get crippled and start bleeding from the traps that are set. The second place that most pro runners have a chance of dying is if you get hit by a heritic at the end of the run.

It seems the best choice would be a +30 health mod at the beggining and end of the run. The defensive mod should be used the rest of the run.

Disagree?
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Old Feb 03, 2006, 10:08 AM // 10:08   #30
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Nice info, thx for that mention on the wand I went out and got it...more for my necro then my war but I've never noticed it before.

A little off topic but how much did you pay for that -2(stance) -3(hex) Summit warlord shiled...that's pretty much my ideal shield...
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Old Feb 03, 2006, 10:30 AM // 10:30   #31
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-2 -3 summit warlord shield = 80K + 6 other max gold wpns of various values...total value about 140K

I have been offered up to 250K for it so I think that what I gave was a deal. I am not an avid seller or buyer so not sure of the correct value.
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Old Feb 03, 2006, 12:09 PM // 12:09   #32
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You either get a bad spawn and die no matter what, or you get a runnable one and equipment doesn't matter much. I use a +45/-2 enchanted shield for the entire route. The only thing I change is the head piece after leaving DD. I put the glad helm back on for the extra second of balance and charge. I do keep a -45/-2 hexed shield on the switchbar incase of low health and enchant removal. But usually if I have to change, it's game over anyway.

The runners skill is ultimately more important than gear selection.
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Old Feb 03, 2006, 01:55 PM // 13:55   #33
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uggh, i started running around 2 weeks ago but i can never finish it on my own. Everything is easy except the beginning. The part with worms, avicara's siege ice golems etc. Does anyone have any tips making it through that part? I finished it once without help but i asked everyone in the team to suicide so the worms wouldn't follow me xD
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Old Feb 03, 2006, 07:11 PM // 19:11   #34
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Hey MeNoFat, i can try to make the photoshopped maps, but it might take some time, btw can you whisper over other continents in game? (like whisper from europe to an american player?) anyways, I'll try to get a nice photo shopped map, which we can then edit(add safe spots, horror spots, watch-out-for-block-spots, hence, we could even add the spots where you should start using balanced/charge:P tough that would make the map pretty full, and it doesn't count on all occasions ^_^)

EDIT: Btw, I use a +24 hp mod, I like the +HP better because of degeneration effects (If I die its by <<<<<<< a lot of the time (heretics/some combination of bleeding with slows and poison...)
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Old Feb 03, 2006, 08:33 PM // 20:33   #35
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Quote:
Originally Posted by Me NoFat
It seems the best choice would be a +30 health mod at the beggining and end of the run. The defensive mod should be used the rest of the run.

Disagree?
That sounds good, I still use the soa axe with a defence mod and I have extra health and armor.
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Old Feb 03, 2006, 11:26 PM // 23:26   #36
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Hey people! I bought my new cool armor but now is the choise of the Helm! I need to know whats better: 14 Tactics and 13 Strength or 13 Tactics and 14 Strength! Please answer me! I havent got the time to do any tests so I am gratefull for any help!
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Old Feb 04, 2006, 04:39 AM // 04:39   #37
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Ok I have a quick question. Does anyone know if the hex duration effect from the HoD helm stacks with the effect from Holy Veil? Thanks
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Old Feb 04, 2006, 05:20 AM // 05:20   #38
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Quote:
Originally Posted by Hockster
You either get a bad spawn and die no matter what, or you get a runnable one and equipment doesn't matter much.

The runners skill is ultimately more important than gear selection.
Equipment always matters. I will however agree that skill is the most important part of the run. Bad spawns are possible though infinatly harder.

Quote:
Originally Posted by delcolt
uggh, i started running around 2 weeks ago but i can never finish it on my own. Everything is easy except the beginning. The part with worms, avicara's siege ice golems etc. Does anyone have any tips making it through that part? I finished it once without help but i asked everyone in the team to suicide so the worms wouldn't follow me xD
Try, try, try, and try again. The only to get through is experiance. I am one to save my balanced as long as possible to defend against the chaser worms if it is a bad spawn. Learn when to dodge, juke, and pause. This run is all about knowlege which is why most people measure their running ability against it.

Quote:
Originally Posted by Mistical miss
Hey MeNoFat, i can try to make the photoshopped maps, but it might take some time, btw can you whisper over other continents in game? (like whisper from europe to an american player?) anyways, I'll try to get a nice photo shopped map, which we can then edit(add safe spots, horror spots, watch-out-for-block-spots, hence, we could even add the spots where you should start using balanced/charge:P tough that would make the map pretty full, and it doesn't count on all occasions ^_^)
I have no idea if whisper works over servers though I doubt it. We can work through email and the message board here. I will send you my email address. Safe spots will be a green circle on the map if possible. hard spots should be red dots and easy green dots along the route. As far as adding where to use skills I would rather leave that out. Each spawn is different and that dictates when to use skills.

BTW: Thanks for offering up your talents.

Quote:
Originally Posted by Farrell-Zander
Hey people! I bought my new cool armor but now is the choise of the Helm! I need to know whats better: 14 Tactics and 13 Strength or 13 Tactics and 14 Strength! Please answer me! I havent got the time to do any tests so I am gratefull for any help!
Tactics = longer Balanced and longer Charge.
Strength = longer Sprint

Tactics FTW. However make sure that it increases your duration IG because I am at work and cannot do a point distribution on my character to see the effects.

Quote:
Originally Posted by Talon Berethin
Ok I have a quick question. Does anyone know if the hex duration effect from the HoD helm stacks with the effect from Holy Veil? Thanks
Yes.

Holy Veil - Enchantment Spell
While you maintain this enchantment, any hex cast on target ally takes twice as long to cast. When Holy Veil ends, one hex is removed from target ally.

With the Lt. Helm hexes last 1/2 as long (give or take) and they take 2 x as long to cast. If you are maintaining Holy Veil and you end it while hexed you loose the hex instantly.


Hope that all helps
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Old Feb 04, 2006, 05:23 AM // 05:23   #39
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Quote:
Originally Posted by Hockster
I do keep a -45/-2 hexed shield
Ouch -45 health!

Me Nofat <---Student of the Oreo!
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Old Feb 04, 2006, 08:59 AM // 08:59   #40
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@ Me NoFat
Have you ever tried using a mesmer secondary? I am trying to come up with a build and was thinking using inspired hex, illusion of weakness, and illusion of haste <--- to remove cripple.
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