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#11 |
Swordsman
Join Date: Feb 2009
Posts: 277
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I will admit to a bit of rage as the RNG decided to hate me, and a simple Evil Eye paralyzed me through 3 pips of FA. Only lasted an instant, but still pissed me off.
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#12 | |
Veteran
Join Date: May 2012
Location: Adelaide, Australia
Posts: 1,783
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Quote:
Edit: cloakers are pretty dangerous for there depth. I never notice the issue, as they appear in my monster list window but I have seen how hard they can hit. They suck. |
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#13 |
Knight
Join Date: Jan 2017
Posts: 602
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afaik rule of three is for elemental resistance but higher resistances (eg chaos) is rule of two - two pips frees you from worry. Which is what I had in mind for inertia resistance (replacing free action)
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#14 |
Veteran
Join Date: May 2012
Location: Adelaide, Australia
Posts: 1,783
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Quite possibly & I never know what part of effects is rconf & what rchaos. Ideally I grab both. I'm kind of a fan of having a wall of resists, saves remembering which of a thousands critters does what & which night-foo is actually dangerous. 2 or 3 is workable, I'd say ballance it on which gives interesting gear trade offs.
Last edited by wobbly; February 8, 2018 at 23:59. |
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#15 |
Swordsman
Join Date: Nov 2008
Posts: 334
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It's 3 pips for all resistances when it comes to item damage, not sure if status effects are different.
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