Crushing Blow and Deadly Strike.

factotum said:
Well, for CB it would perforce be better, because the crushing blow would be applied when the monster has slightly more life and would therefore do slightly more damage.

As for the last point, while technically correct, there would be no point in having 100% Critical Strike and 100% Deadly Strike because they don't stack!

So true, but there is still need for 100%DS. CS can only from skills, which doesn't give much. DS kicks in after if CS won't happen, so 20% CS + 20% DS = 20% + 80%*20% = 36% chance doing double damage. as you can see, 20% CS + 99% DS won't give you 100% double damages, but 100% DS will.
 
Okay, so what if my char is wielding dual Warshrikes?

Throw Damage: (69-80) To (117-136) (93-108 Avg)
One-Hand Damage: (81-94) To (105-122) (93-108 Avg)
Required Level: 75
Required Strength: 45
Required Dexterity: 142
Base Weapon Speed: [-20]
Max Stack: (200)
+200-250% Enhanced Damage (varies)
50% Deadly Strike
+30% Increased Attack Speed
Piercing Attack [50]
25% Chance To Cast Level 9 Nova On Striking
Replenishes Quantity [1 in 3 sec.]

Does each knife have a 50% chance to deadly strike, or do both have 100% chance to deadly strike? Would there be a difference If a Highlord's Ammy was equiped, since it also has DS as a mod?
 
The total chance of Deadly Strike is added together and then rolled for ONCE--so whichever of the two knives you hit with would do double damage all the time. Assuming that Deadly Strike is actually taken into account on the off-hand weapon, of course--some mods on that weapon simply don't have any effect when dual wielding (and just to be REALLY awkward, the rules for this seem to be different between a dual-wielding Barbarian and an Assassin wielding dual claws).
 
factotum said:
The total chance of Deadly Strike is added together and then rolled for ONCE--so whichever of the two knives you hit with would do double damage all the time. Assuming that Deadly Strike is actually taken into account on the off-hand weapon, of course--some mods on that weapon simply don't have any effect when dual wielding (and just to be REALLY awkward, the rules for this seem to be different between a dual-wielding Barbarian and an Assassin wielding dual claws).


I think, but am not 100% sure, that such mods do NOT count on the off hand weapon, so each would have 50% chance only.
 
Crushing Blow definitely does work on the offhand weapon. I was taking a young frenzy barb thru Act1 with Khalims/Crushflange combo and Double Swing. I could see the red spray pattern that indicates a CB landed. However, as the char was swinging so fast, I couldn't tell wheather the CB was scored with the primary or offhand.

Edit: Just tested to see if CB on offhand would work on primary hand weapon. I used a throwing axe in primary and Crushflange on offhand. I threw 260 axes and never struck a monster with the offhand. Since the CF has 33% CB chance, I should have seen 50+ CB animations. In fact, I saw zero CB hits. I conclude special effects on offhand weapons do not trigger on primary hand weapons, at least for Barbarians. Therefore, If you did infact dual wield Warshrikes, you would only have a 50% chance of DS on each throw. That is as long as no other worn gear has the DS mod. Also, you can rule out KB on offhand weapons triggering on primary, as CF has KB and not one monster was moved back during my testing.
 
Crushing blow works like "demi" in FFXIII....
You cannot be killed by it, your life is just reduced by a certain percentage of your current life (mentioned above)...
So, CB is still noticable until the HP left of the target is about 1/4...
So... CB works well for enemies with huge HP, baal, duriel, etc. (act bosses)

That's why i took duriel melee with my "bowazon" using that unique staff(exeptional) i found with huge CB ^^ forgot the name ^^ the one with 50 ias, 50 faster recov.. etc.. ^^ *woosh... that's the effect of long time rest of not playing d2*
 
Not that this has any pertinence at all, but, assuming I recall correctly, in previous versions (before 1.10), Deadly Strike, Critical Hit, and Critical Strike (can't remember if this existed way back or not) were stackable, assuming they all rolled positive, making for hits of 4x or even 8x physical damage possible. Of course, in earlier versions, it was not possible to get even remotely close to the amount of these modifications as it is now, except on some lower end weapons.

It is quite possible that I'm completely wrong and dreamed this up in my twilight world of never quite being awake (No, I'm not a druggie.).
 
Still, DS and CS work with Berserk for example, those bonuses are added before the damage is converted from physical to magical

Almost every single melee character I have built uses Highlord's, its just godly amulet
 
Crushing Blow (reducing target's health by x%)
vs. Normal Monsters 1/4th damage (melee) 1/8th damage (ranged)

vs. Players and Hirelings 1/10th damage (melee) 1/20th damage (ranged)

vs. Champions, Uniques, and Bosses 1/8th damage (melee) 1/6th damage (ranged)

Further reduced by:
Physical Resistance (DR%)
Multiplayer monster life multiplier
(8 players=4.5 less crushing blow PVM dmg)

----------------------------------------------------------------------------
Double / Critical Strike

This is a chance of doing double damage. This bonus is applied after skills such as Critical Strike and any other damage bonuses. Critical Strike (CS) and Deadly Strike (DS) exclude each other.

If you have a 33% Deadly Strike item, and 68% Critical Strike Skill the complete chance to get double damage is:
=CS + (DS/100)*(100-CS)
=68% + (33/100)*32%
=68% + 10.56%
=78.56%
 
Corrupted said:
Crushing Blow (reducing target's health by x%)
vs. Normal Monsters 1/4th damage (melee) 1/8th damage (ranged)

vs. Players and Hirelings 1/10th damage (melee) 1/20th damage (ranged)

vs. Champions, Uniques, and Bosses 1/8th damage (melee) 1/6th damage (ranged)

Further reduced by:
Physical Resistance (DR%)
Multiplayer monster life multiplier
(8 players=4.5 less crushing blow PVM dmg)

A small mistake. CB vs uniq/champ/boss should be 1/8 melee and 1/16 ranged.

And, are you sure about the "Multiplayer monster life multiplier"? I think CB goes up with player setting, say if vs 8k life boss, at P1, CB removes 1k life; at P3, CB removes 2k life because the boss life is 16k.

If CB won't go up with player setting, than CB won't be effective agianst hell baal (and other high life boss) @ high Player setting, which is clearly not true.
 
DeathMaster said:
If CB won't go up with player setting, than CB won't be effective agianst hell baal (and other high life boss) @ high Player setting, which is clearly not true.

CB DOES NOT scale /w players, and yes it is still very effective against hell baal and other high HP monsters.

If it did, then a good smiter or HIGH AR Zealot or 4 fpa Werebear /w lots of CB would be the fastest Baal killer (leaving minions out for a second).

I'm pretty sure I drop most of Baal's HP (After static is complete) with 48% CB with my Hammerdin (Smite /w Gore, Stormlash).

It is very effective, because it is still another source of damage you can't ignore.

crg
 
Crazy Runner Guy said:
CB DOES NOT scale /w players, and yes it is still very effective against hell baal and other high HP monsters.

If it did, then a good smiter or HIGH AR Zealot or 4 fpa Werebear /w lots of CB would be the fastest Baal killer (leaving minions out for a second).

I'm pretty sure I drop most of Baal's HP (After static is complete) with 48% CB with my Hammerdin (Smite /w Gore, Stormlash).

It is very effective, because it is still another source of damage you can't ignore.

crg

It gives wrong impressing that CB goes up with Players. When I run baal with my fishy, I always count my merc to jab & wait the CB goes off. without my merc' jab, baal takes hell long time to kill. It is simply too effective, I was believing it must goes up.
 
DeathMaster said:
It gives wrong impressing that CB goes up with Players. When I run baal with my fishy, I always count my merc to jab & wait the CB goes off. without my merc' jab, baal takes hell long time to kill. It is simply too effective, I was believing it must goes up.

I can assure you, it does not.
 
Starving_Poet said:
Crushing blow isn't a fixed damage. Since its damage is a fixed precentage of remaining monster life then it will scale with players.

sure it is. its a fixed percentage off a monsters life based on players 1. then it is altered by physical resistance
 
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