When testing some stuff with strength, I noticed 15 is when it started to drop off. I don't have the exact numbers, but the difference in damage between 15 and 16 was close to 4.9% increase, but the difference in damage from 22-23 was close to .8%. This was for dsl, gut and smite.
When testing some stuff with strength, I noticed 15 is when it started to drop off. I don't have the exact numbers, but the difference in damage between 15 and 16 was close to 4.9% increase, but the difference in damage from 22-23 was close to .8%. This was for dsl, gut and smite.
When the diminishing returns become significant varies, but the second point of strength (from the base of 12, so going from 11 to 10 or 13 to 14) gives slightly less than the first point, the third gives slightly less than the second, and so on. Only the first point (so 11 or 13 strength) is unreduced.
Robust will help in all situations, Reinforced will only help in physical damage situations. With splint mail, it may actually be worth it if you find yourself fighting a lot of physical enemies and have good stats. Usually more worthwhile to go straight health, priests are pretty damn tanky as it is.
If I remember correctly (too lazy to actually check), a level one whip is a bit better DPS-wise than a level one lash, but for the higher ones the lashes are quite clearly better. And level 1 isn't worth it for either of them anyways, since you can easily find better forged ones. So buy a level two or three lash, or stick to normal forged whips.
If I remember correctly (too lazy to actually check), a level one whip is a bit better DPS-wise than a level one lash, but for the higher ones the lashes are quite clearly better. And level 1 isn't worth it for either of them anyways, since you can easily find better forged ones. So buy a level two or three lash, or stick to normal forged whips.
If I remember correctly (too lazy to actually check), a level one whip is a bit better DPS-wise than a level one lash, but for the higher ones the lashes are quite clearly better. And level 1 isn't worth it for either of them anyways, since you can easily find better forged ones. So buy a level two or three lash, or stick to normal forged whips.
Level 1 whips are basically the same DPS as level 1 lashes, but slower and more accurate. I agree that neither is worth the cost at level 1 though.
For any organisations now non-existent, what happened to associated Clans and Ships? My former Order still has it's affiliated Clan, wondering if this is the case for most or not.
All of Shallam and it's houses old clans are owned by Tecton currently from the looks of it. Not sure if there're plans to give them back or what. Dunno about the ships, I had captain perms on an org owned ship at the time of the mass deletion but I've no idea who the official owner is now.
- Shop owner receives ~2000 bound/unbound credits + compensation for valuable goods(?). - Home owner receives room credits + furniture compensation (can't say about chested gold) - Org-owned property/clans gets added to a pool of resources that is distributed to build Shallam's successor.
I like my steak like I like my Magic cards: mythic rare.
- Home owner receives room credits + furniture compensation (can't say about chested gold)
The Shallam subdivision still exists. All houses are accessible, too, and generally intact (though the new geography is flooded). Some houses are on top of water which is a bit odd but they are still the same inside.
The area surveys as 'the watery remnants of Shallam.' You have to go through the wilderness to get there.
Which traits should I get as a mhun serpent focused on bashing?
For major traits, go with nimble, robust, and either lucky or receptive body. If you have defensive artefacts, go with lucky since you'll be tanky enough already. Without artefacts, I'd probably still prefer lucky, but receptive body will let you handle strong denizens more easily. For minor traits, the ones that will help with bashing are triage, health weaver, a resistance (not sure which is best), and maybe fully fit if you bash heavily enough to run out of endurance often.
It's now 0.15*MaxHealth+70. It's not exactly ± 20%, it varies from 81% to 120%.
Also, the randomness is distributed strangely for some reason, so the average isn't quite 100.5% (I don't remember what average I found, I had a spreadsheet for it but can't find it now).
Thanks. Part of the reason for asking was I was wondering why people suggested robust over receptive body on the earlier question. I guess for a mhun bodyguard, robust is a bit more than a 5% sip bonus on average (at 80) in addition to the max health bonus, so that makes sense. Given that, is there ever a reason to take receptive body in favour of robust, if a choice comes down to one of the two (assuming you've already chosen two other major traits that don't conflict with either of them)?
Extra constitution increases passive regen (boar, berkana, regen rings) in addition to sipping, so it's probably always a better choice than a 5% sip bonus.
Ah, didn't know it also affected those. And the sip bonus also doesn't apply to moss, right? So a small effect there. Might be time to re-trait an alt or two...
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Also, serpent bashing is fine.
I imagine:
- Shop owner receives ~2000 bound/unbound credits + compensation for valuable goods(?).
- Home owner receives room credits + furniture compensation (can't say about chested gold)
- Org-owned property/clans gets added to a pool of resources that is distributed to build Shallam's successor.
If an occultist hunts Great Rock under someone else's identity, is he a Karma Chameleon?
Thanks, I really appreciate all the help I've received from this thread.
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Also, the randomness is distributed strangely for some reason, so the average isn't quite 100.5% (I don't remember what average I found, I had a spreadsheet for it but can't find it now).