Re: Travincal Running WW Barb Mini-Guide
Well, seems like mercenaries have quite low AR.
I found this thread on these forums. Although that information is for version 1.10, mercenary statistics probably haven't changed since then. There's thorough mercenary stats listing on the Amazon Basin too, that thread is ~1 year newer than the one on these forums (2006 vs. 2005), and the numbers for Might merc match.
2478 AR on a level 90 Might merc. That's including the dex bonus. So it seems that an Eth in weapon + 5,5 FPA attack probably is better than no Eth + 5 FPA attack. When I think of it, every now and then I have noticed that the merc seems to miss quite a bit in general, but with Reaper's it's not so obvious because the high chance of casting Decrep probably makes it seem like the merc is hitting very well, whereas in reality the merc might be missing a big part of his attacks...
Does the Blessed Aim "passive bonus" when the aura is not activated (+5% AR per hard skill point) apply for a Blessed Aim merc too? If yes, that might make Blessed Aim merc the king of mercs for council running. For melee characters anyway. That is especially because at higher levels it often takes a while until the merc actually activates the aura, whereas the passive bonus would be "active" right from the start of a game, allowing him to hit considerably more often (Blessed Aim level 18 x 5% = +90% AR when the aura is not active).
Edit: Just now I realized to confirm it from the text files that indeed the merc stats have remained unchanged since 1.10. So the stats in that thread should be true for mercs in 1.13c too. (The hireling stats files are identical to the last bit.)
Edit2: The desert mercenary of course uses Jab skill, which has an attack rating bonus. Although I'm not sure of the Jab level, but seems like it's either capped to 18, or it's 23 or 24 for Might merc and Blessed Aim merc respectively. In either case, that means his AR should be above 6k at level 90. Assuming the AR bonus from Jab even works for the merc. So many unknowns... : \
Well, seems like mercenaries have quite low AR.
I found this thread on these forums. Although that information is for version 1.10, mercenary statistics probably haven't changed since then. There's thorough mercenary stats listing on the Amazon Basin too, that thread is ~1 year newer than the one on these forums (2006 vs. 2005), and the numbers for Might merc match.
2478 AR on a level 90 Might merc. That's including the dex bonus. So it seems that an Eth in weapon + 5,5 FPA attack probably is better than no Eth + 5 FPA attack. When I think of it, every now and then I have noticed that the merc seems to miss quite a bit in general, but with Reaper's it's not so obvious because the high chance of casting Decrep probably makes it seem like the merc is hitting very well, whereas in reality the merc might be missing a big part of his attacks...
Does the Blessed Aim "passive bonus" when the aura is not activated (+5% AR per hard skill point) apply for a Blessed Aim merc too? If yes, that might make Blessed Aim merc the king of mercs for council running. For melee characters anyway. That is especially because at higher levels it often takes a while until the merc actually activates the aura, whereas the passive bonus would be "active" right from the start of a game, allowing him to hit considerably more often (Blessed Aim level 18 x 5% = +90% AR when the aura is not active).
Edit: Just now I realized to confirm it from the text files that indeed the merc stats have remained unchanged since 1.10. So the stats in that thread should be true for mercs in 1.13c too. (The hireling stats files are identical to the last bit.)
Edit2: The desert mercenary of course uses Jab skill, which has an attack rating bonus. Although I'm not sure of the Jab level, but seems like it's either capped to 18, or it's 23 or 24 for Might merc and Blessed Aim merc respectively. In either case, that means his AR should be above 6k at level 90. Assuming the AR bonus from Jab even works for the merc. So many unknowns... : \
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