Has anyone upped throw weapon?

DeathMaster

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Oct 30, 2003
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Has anyone upped throw weapon?

Since I have been playing a throw barb again, it made me think how poor good throw weapons are in D2. there are only a few uniq, and as throw weapon, there is no runeword. So, large part of the game will be depending on rare or craft weapon (try your luck), or stuck with the same uniq if you have them.

However, there is an idea suddenly come into my mind: why no one has upped a throw weapon? I mean it is a little expensive, but given there ain't much choices, upped throw could be a little change if you are looking for more options.

The Scalper
+150-200% Enhanced Damage (varies)
33% Chance Of Open Wounds
+4 To Mana After Each Kill
20% Increased Attack Speed
25% Bonus To Attack Rating
4-6% Life Stolen Per Hit (varies)
Replenishes Quantity [1 in 3 sec.]

Up it, it is better than Gimmershred for physical damages (get eth one), and it has replenishes, plue leech is always nice to have, AR boost, a little mana help.

Gimmershred
+160-210% Enhanced Damage (varies)
Adds 218-483 Fire Damage
Adds 29-501 Lightning Damage
Adds 176-397 Cold Damage, 4 sec. Duration (Normal)
+30% Increased Attack Speed
Increased Stack Size [60]

Upped version would beat Lacerator if you don't need its amp damage.

Lacerator
+150-210% Enhanced Damage (varies)
+30% Increased Attack Speed
33% Chance of Open Wounds
Prevent Monster Heal
Hit Causes Monster To Flee 50%
33% Chance To Cast Level 3 Amplify Damage On Striking
Replenishes Quantity [1 in 4 sec.]

Surely with such lack of choice for throw weapons, I'd expect someone would upped a pair of eth perfect/near perfect ED The Scalper. But it seems no one has done so. Is there something I missed, or it is simple as no one love throw barb.
 
Re: Has anyone upped throw weapon?

Since there isn't a ton of enhanced damage from throwing skills alone, and without a Fortitude armor, I never planned on maximizing only physical damage. Plus, you're bound to run into a PI monster eventually. Sure, a Reaper's CtC Decrep can get around that pretty well, but oftentimes I'm more concerned with my character's kills rather than having to rely on a merc.

So in that regard, when I made my Throwbarb I was pretty happy with dual Gimmershreds. Knowing I could kill everything if my merc died off keeps me sane. Plus, I don't really have the runes to upgrade uniques willy-nilly, especially for a "niche" build that has no further purpose beyond completing Hell IMO.

I'd be interested in seeing what kind of raw physical damage output one could muster with upped Scalpers+maxed skills+Fort+Might merc... but that's a project for someone else that's much more rune-rich than myself. :yes:
 
Re: Has anyone upped throw weapon?

@Tarantella, that's not the point, if you play a axe throw barb (eg. play ancient), it is good choice to up. Plus, the level requirement is low compare to elite uniq.

@TheReadMenace, I don't count ctc amp as anti PI solution. The point was, when you need physical damage, and you use throw axe, it is better choice if you consider the advantages of its mode and low level requirement. The problem with Gimmershred is you need to watch out, as it can run out and you lose it. It is my choice of PI killer when I was playing my last throw barb (who must use axe).
 
Re: Has anyone upped throw weapon?

The problem with Gimmershred is you need to watch out, as it can run out and you lose it.

You only lose non-magical throwing weapons if you reduce their quantity to 0.

Personally, I don't see the problem with using CtC Amp Damage as a PI solution?



 
Re: Has anyone upped throw weapon?

Look at Deathbit Battle Dart, while the damage might look low, it's a fantastic thrown weapon.

No matter the amount in a stack, though, a throwbarb will sadly always run out of things. Mine used two sets of Lacerators, one set was normal and the other ethereal. Quite sad how I ran out on a regular basis and had to go repair or just wait for them to replenish before I could continue playing.

CtC Amp on lacerator's is nice, but it also has a monster flee chance built in, which is essentially a terror curse, which overwrites the amp damage. Making it difficult to kill PIs with sometimes.
 
Re: Has anyone upped throw weapon?

Arkardo said:
You only lose non-magical throwing weapons if you reduce their quantity to 0.

Personally, I don't see the problem with using CtC Amp Damage as a PI solution?

I'm pretty sure I lost couple of pairs magical throw axe because they ran out when I was playing my last thrower (long time ago), this is easy to test, I will try later.

About CtC, it is matter of play style. I play HC, full clean, no "escape" death. All my builds are about survivability, dependable character (capable to kill anything the game throw at you) not dependable merc. CtC will not break all PIs, and sometime you don't want CtC amp damage to override other curse.

So I would never ever depend on merc to be able to hit (blessed aim merc, heart of wolverine, rogue inner sight maybe used but the char him/herself must be able to hit okay without), or kill particular kind monsters (eg. without merc, killing speed might be slower, but yet capable).

@Serdash, I know, that's what I'm using. There are two problems with it as end-game weapon.
1. damage is too low, and upgrade is total not worth it, since the elite one is always better.
2. shortest range of all throw weapon classes.

I fully agree it is a great weapon, but only good for mid game if you play twinked.
 
Re: Has anyone upped throw weapon?

Deathbit
Battle Dart
Throw Damage: (25-30) To (55-67) (40-48.5 Avg)
One-Hand Damage: (18-22) To (36-44) (27-33 Avg)
Required Level: 44
Required Strength: 25
Required Dexterity: 52
Base Weapon Speed: [0]
Max Stack (160)
+130-180% Enhanced Damage (varies)
40% Deadly Strike(!!!)
+200-450 To Attack Rating (varies)
7-9% Life Stolen Per Hit (varies)
4-6% Mana Stolen Per Hit (varies)
Replenishes Quantity [1 in 4 sec.]

Upgraded that turns into (52 - 64) to (124 - 151) throw damage. Tack on 21% Critical Hit chance on a level 20 throw mastery, Guillaume's and Gore Riders, you could very easily reach nearly, or possibly more than, 100% chance to do double damage. Although it wouldn't beat Warshrikes.

Not to mention they fly quickly and replenish fast, and the little extra leech helps as well. Sure, it's not bad if you have things like Lacerator and Gimmershred laying around, but if you have those around why bother looking at Upgraded Scalpers and such? You've already got fine weapons laying in your hands.

It's far from "only good mid game", and is able to deal reasonable damage when you're flinging two of them every quarter of a second.
 
Re: Has anyone upped throw weapon?

i'm pretty sure i lost couple of pairs magical throw axe because they ran out when i was playing my last thrower (long time ago), this is easy to test, i will try later.

i think this was 1.09 and earlier, not sure though.

about ctc, it is matter of play style. I play hc, full clean, no "escape" death. All my builds are about survivability, dependable character (capable to kill anything the game throw at you) not dependable merc. Ctc will not break all pis, and sometime you don't want ctc amp damage to override other curse.

ah, yes, sc/hc makes a great difference.

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