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Old May 25, 2006, 02:05 PM // 14:05   #1
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Default Daggers, damage or energy ?

It seems to me that currently the most popular mod on daggers is the usual 15^50% but how much damage is this actually adding and is the extra damage more valuable than say the +5 energy mod, that may allow you to pull off another attack ?

Anyway id like to here your opinions.
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Old May 25, 2006, 02:41 PM // 14:41   #2
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i use 15>50% almost all the time... Assassins are meant for spiking imo and having an additional 15% more dmg doesn't hurt :P
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Old May 25, 2006, 03:31 PM // 15:31   #3
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17*.15=2.55

don't know if the damage is added before or after skill modification
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Old May 25, 2006, 07:08 PM // 19:08   #4
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So in best case scenario(you hit 17) instead of 9 you only get an extra 2.5, talk about overrated :P
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Old May 25, 2006, 07:37 PM // 19:37   #5
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Yes but that is still 15% more than what you would be doing.
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Old May 25, 2006, 07:45 PM // 19:45   #6
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Neither are that good. at +15%, if you do 15dmg it adds 1. with +5 energy, I usually never run out.
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Old May 25, 2006, 07:51 PM // 19:51   #7
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Quote:
Originally Posted by Bloody Death
Neither are that good. at +15%, if you do 15dmg it adds 1. with +5 energy, I usually never run out.
I am agreeing with Bloody Death, in my experience so far your skills will carry you and your weapon wont help very much at all. If you can keep your energy over 5 at all times then you are dangerous, and that is the trick. The assassin like any class really is worthless without energy, but the assassin even more so then any other class in the game.
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Old May 29, 2006, 01:51 PM // 13:51   #8
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I prefer +5 energy. Getting off that extra attack goes so much farther than doing 2.55 more damage. Say you have a four-string combo. You can increase tha string to five if you have +5 energy (death blossom anyone?). So your choice is doing between +11 damage or 30+ damage. And after you do your combo, its more than likely that you've attracted some attention and you need to tele out of the action.
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Old May 29, 2006, 11:07 PM // 23:07   #9
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Quote:
Originally Posted by Arkantos
at +15%, if you do 15dmg it adds 1.
1/15 is not even close to the same thing as 15%.
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Old May 30, 2006, 12:42 AM // 00:42   #10
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Quote:
Originally Posted by Arkantos
Neither are that good. at +15%, if you do 15dmg it adds 1. with +5 energy, I usually never run out.
it adds 2.25 if you do 15. Might I add that it is 2.25 that is affected by armor. So your 1 might be correct, depending on who you are attacking.
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Old May 30, 2006, 03:38 AM // 03:38   #11
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Well if the +15% damage modifer takes affect after a skill then it could even be more dmg. Even at a rate of extra 2 dmg per hit, that adds up fast, with the rate of dual hits and criticals that an assasin can crank out, that dmg will stack up pretty fast. Also wondering if +15% dmg modifier would take affect after the critical hit modifier ... Hmmmm

In my case i use BOTH! Depending on my setup i will go +15% dmg or +5 energy. So if i use a energy intensive build, i will use Zealous +5 en daggers, and when i use a much less energy persistant build i use my +15% dmg daggers. In truth however, i survive just as well with my +15% dmg ZEALOUS daggers as i do with +5 en Zealous daggers. The reason? After the first few skills, in a battle you will hardly EVER hit back up to max energy, so whats the point of adding to your total? Zealous Daggers are so much more valuable to me...

enjoy.
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Old May 30, 2006, 05:18 AM // 05:18   #12
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yea you know, if you keep hitting crits and have zealous daggers for example, you don't really need to worry about your energy pool, just keeping some energy set for the next hit or what have you.

its all preference, thats all - and what your doing or going to do
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Old May 30, 2006, 05:59 AM // 05:59   #13
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If you only doing short combos, just go with the 15% more daggers.

If you going for long combos, +5en daggers probably the choice just to make sure you have enough energy to pull off the full chain.
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Old May 31, 2006, 02:59 PM // 14:59   #14
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The point of +5 energy on daggers isn't to help with your ability to do damage over the long run. (A zealous mod will do far more for that.) The point is to let you use a longer attack chain without stopping to land some normal hits in between skills. +15% damage on a chain is nice, sure, but having an extra 5 energy that lets you throw, let's say, Temple Strike (which costs 15e) into your chain can mean a lot more than a bit of extra damage.

Really, then, it depends on the type of build you're using. My PvE Moebius Strike build wouldn't benefit from +5 max energy since I already have great e-management with Golden Lotus Strike and my chain isn't that costly. A PvP build I came up with, however, would benefit quite a bit since it uses a lot of 10 energy skills plus Temple Strike which is 15 energy. It would let me throw out my full chain without relying on critical hits to supply energy, which gives my target less time to react before they get stuck with cripple, dazed, blind, deep wound, bleeding, and poison stacked on them.
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