Re: The Questions Thread
Tao of Poison from the Wayback Machine Archive. It really really really needs updating to 1.11. Anyone?
Tao of Poison from the Wayback Machine Archive. It really really really needs updating to 1.11. Anyone?
Question by me...
It's a poisonous issue, really. Now, necromancer of course. I am pumping poison dagger, and the damage will be nice, but I am worried about the head I have with me.
It adds 2-7 PD over 3 seconds (standard for low lvl heads, I am lvl 18 after all). It has 1 os, and I did find a tal rune. So if I sokcet it with the tal rune, how does this damage add up? Should I consider this one item with an averaged poison damage? Is this the equivalent of 2 items, and should I then average poisoin length duration?
Is there some way to find this out?
Oh, btw, the Tao of poison is currently not available on the strategy forum...
So my question. Should I put the tal rune in the socket? (It's a head with +2 to clay golem, which is pretty nice and may last me for a bit). Will this increase poison damage output? Significantly so? Should I save it for something else?
Even worse, since I want to make this a poison build who relies mainly on the dagger for damage output, I need some way to stop damage. Obviously, the heads aren't going to give me a good CtB, so I'll probably wind up with a shield of some sorts. Should I couple the dagger with a head with good +skills to relevant items (preferably PD) and, if possible, with 1 or 2 tal runes in there and simlpy switch to a different setup (possily a wand with relevant +skills) and a good shield for poison nova?
Well, that's not how I read it in the Daggermancer guide as posted on the strategy forum... There it stated that the duration is added after the average of the other sources is taken... Hmm, I ponder what the truth is...
All the act2 mercs have a chance of activating their aura upon choosing to attack. They can choose between Normal Attack, Jab, and their aura, with the aura having the lowest chance of activating (around 3% or so).Does anyone know how an Act 2 merc (mine is normal defensive - defiance aura) decides when he is going to turn his aura on? Even if I'm not wearing another aura, sometimes it turns on right away when I get to Mephisto, leaving me with no problems, and sometimes never, dying usually or emptying my belt of potions and Full Rejuvs in the process. I searched AS and this questions thread but didn't see anything. Thanks in advance :thumbup: