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Staff of Resonance question

Discussion in 'UHall' started by startle, Mar 7, 2011.

  1. startle

    startle Siege... Where the fun begins.
    Stratics Veteran Stratics Legend Gilfane

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    I'm looking at a Staff of Resonance and among it's many properties is one that perplexes me:

    Damage Increase -40

    How does minus damage work exactly?

    :confused:
     
  2. olduofan

    olduofan Guest

    I seen it discussed in a thread a long time ago people were upset over the new artys from the abyss expansion the fel players got awesome artys and the tram players didn't. but some how those are supposed to be just as good, how it was explained completely lost me just like how most other items in this game has.
     
  3. covert

    covert Journeyman
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    It really doesn't make much sense. Even if it were +40% it's still less than stellar.

    I like the idea of items having downsides as well but it just wasn't executed very intelligently here I don't think.
     
  4. Zosimus

    Zosimus Grand Inquisitor
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    I'm assuming it would be -40 on a physical attack if you would hit somebody/something with it. Not on the spell damage


    Staff of Resonance


    Artifact Rarity 5
    Gargoyles Only
    Energy Resonance 20%
    Mage Weapon -10 Skill
    Hit Harm 50%
    Spell Channeling
    Defense Chance Increase 10%
    Lower Mana Cost 5%
    Swing Speed Increase 20%
    Damage Increase -40%
    Energy Damage 100%
    Weapon Damage 11 - 14
    Weapon Speed 2.25s
     
  5. startle

    startle Siege... Where the fun begins.
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    I'm sorry, but that just doesn't make any sense to me. On the example you posted, it shows Energy Damage as 100% and the Damage Increase as -40%. It also shows a SSI of 20%, and since you have to be holding this thing, the SSI applies to IT. So we're back to the beginning. What good does it have for a "weapon" to have a NEGATIVE damage modifier?
     
  6. Zosimus

    Zosimus Grand Inquisitor
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    Ok if you have damage increase on your character. Lets say jewelry and you have +50 damage increase total on both. You put that wep in your hand it will take away -40 damage increase that leaves you with 10 damage increase total.
     
  7. olduofan

    olduofan Guest


    Like I said it makes no-since to me either looking at the properties you would think they would be on a spell book minus the SSI AND -Damage -INS
     
  8. Lynk

    Lynk Grand Poobah
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    I'm surprised that you're surprised. It seems pretty simple to me.

    The negative DI is not meant to be a good modifier, rather a crappy one to balance out what they thought was a pretty sweet weapon (its not a sweet weapon).
     
  9. Omnius

    Omnius Crazed Zealot
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    it's a nice little thing for trammel mages to carry around to not get hit by spawn.
     
  10. Zosimus

    Zosimus Grand Inquisitor
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    It has all good stuff besides the -40 damage and the -10 magery. The magery can be woked around with wearing an item with +10 magery. The Damage increase can be worked with wearing items higher then the -40 damage increase.

    So I am a mage with this wep. Its a spell channeling wep and has lmc, ssi, dci, hit spell 50% plus spamming spells as a mage. Pretty good wep imo in close quater battles. Just like spamming small spells on top of a player and hitting them with the wep, and has Energy Resonance 20% (It provides a chance to resist spell-casting interruption if the Damage Types damage type received is the same type as the resonance )while harm is going off 50% chance on each hit.

    I wouldnt use it but another player may. You asked I gave an answer plus an example. Yo can always ask a dev. Things can be worked around even with a negative to it.
     
  11. olduofan

    olduofan Guest

    This is know way an attack or trying to argue just wondering how much DI would it take to get it up to 50%di and how many and what items would you use ?

    Ohh and even if it had 50%DI and 0- mage weapon I don't feel I would ever use it
     
  12. canary

    canary Guest

    It is OK for Tram and RP as a mages staff.

    It is not OK to actually use in serious combat.
     
  13. Zosimus

    Zosimus Grand Inquisitor
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    I dont know if I could even if I wanted to lol. Its not my style of wep or would fit my playstyle on a character. Not sure if people still play with the staff of magi anymore on their characters let alone this.

    It may fit somebody elses playstyle so I would leave that up to them to figure that out :p
     
  14. canary

    canary Guest

    Any 2 Handed weapon, especially without any SSI, is dead to me as a mage for a serious weapon.
     
  15. startle

    startle Siege... Where the fun begins.
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    Ok, I guess I get what you're saying, but now I'm even more confused than ever as to what "overall" good this thing does. By the time you use "other" items to negate the MINUS 40 DI, it sorta makes the whole point of it's "other" properties worthless.

    And I agree with the other poster that said it was only "bank bling"... (Although I think I'd be a bit embarrassed by it...)
     
  16. startle

    startle Siege... Where the fun begins.
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    And these things are selling like hotcakes on a lot of shards... Which seems to make them popular, I just am ignorant of who is using them and for WHAT?

    So I'd love for one of you who has purchased one of these for millions, to weigh in here and tell us how you combine it to become an assett...
     
  17. canary

    canary Guest

    I paid 450k for mine, thankfully.

    But I like mine for rp reasons, and basically knocking mongbats on their heads. Not really useful for much else.
     
  18. Zero Day

    Zero Day Guest

    Using a necro or mystic mage, I like the weapon.
    The whole point of a mage weapon (property) is so that you don't have to have the weapon skill.

    The -40 DI doesnt really mean anything since most casters are not trying to do damage using their weapon.

    Also if you're using a mage weapon and not weapon skill, you aren't going to be able to use the specials anyway.

    20% Chance to continue casting if you're hit by a particular damage type comes in handy.

    Its not something you rely on but a 1/5 chance that you continue casting when you would have otherwise been interrupted is a nice bonus.
    Dont much find use for this unless its physical, (or maybe poison).

    Basically if you're bothered by -40% DI, you're playing the character wrong.
     
  19. startle

    startle Siege... Where the fun begins.
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    I think I'd be "playing the character wrong" if I had one of these in my hand INSTEAD of a spellbook with properties that could help me a LOT more than one of these things does...
     
  20. Zero Day

    Zero Day Guest

    You're playing it wrong because you asked why the item would be useful with the negative properties on it when those properties have little impact on the character types where it would be most useful.

    So if you're running around trying to whack things on the head and trying to do damage with a mage weapon and this is your weapon choice. You are playing the character wrong.

    If you are trying to play a mage going for best possible mods for your handheld item and you are planning to use this, then you are playing the character wrong.

    Spellbooks: Great mods, (You still need a skill for defense like wrestling or parry)

    If you are playing a mage that doesnt want to or cant afford to invest in a weapon skill, doesn't want to use protection and could use a little forgiveness on spell interruption then this might be a better choice for you.
    The hit harm when proccing will do more damage than the staff of the magi 50% damage increase, the 10% DCI will give you a better bump than any other arti staff weapon, a mage swinging it will be slow as hell but its still got a 20% SSI that no other mage weapon staff or the swords of prosperity have. Not to mention at the -10 mage weapon is surmountable easily as compared to non-artis which -20 is max instensity.
    A free 5lmc which i dont find very useful, but that saves you worrying about that much off your suit.


    But if none of the above appeal to you, but you still want to run around with the weapon, say on a sampire or mage with wrestling, then you are playing the character wrong.
     
  21. popps

    popps Always Present
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    But with a weapon in hand a Mage can't either hold a spellbook.......

    And some spellbooks, with slayers, spell damage increase, LRC, LMC etc. can really be helpfull in the fight.

    More than a "Mage" weapon, I happen to think.........
     
  22. Tina Small

    Tina Small Stratics Legend
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    I believe Logrus designed this weapon, so if he is still around he would be a good person to explain why it has the mods it does.

    I'm curious about whether anyone has ever determined if there's any special effect when two or more people in a group are each using one of these staffs. Never got a chance to test that idea myself....
     
  23. WildWobble

    WildWobble Sage
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    They sell well because they unravel into relics at the queens forge with a gargoyal thats their only value!.
     
  24. RawHeadRex

    RawHeadRex Slightly Crazed
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    (11-14)-40% = 6.6 - 8.4 damage before skill bonuses if applicable. I'm sure I'm missing something though...