![]() ![]() Houndmaster w/ Guard Dog, Cry Havoc, Whistle and Hound's Rush ![]() Man-at-Arms w/ Defender, Bolster and Rampart This set is very good for optimized mobility and high DPS the two are primordials for DD1 Jester w/ Solo, Finale, Stab, Harvest (extreme mobility) ![]() Occultist w/ Wyrd, Mark, Vulnerability, Stab (SUPPORT) Grave Robber w/ Shadow Fade, Lunge, Toxin Trickery (LUNGE) (extreme mobility) I ultimately won this expedition with no losses, but I'm afraid having something like this happen to me at a far more vital time could prove fatal.Here we will see the better set of skills to use for each class for each dungeon : Things to keep in mind: He did not have a break between this dungeon and the last dungeon, I had the blacksmith increase his armor and attack quickly before equipping him with his artifacts and sending him out, and he had no negative quirks that affect damage. the damage display even said 0-0, although a quick attack did 5 damage and set it to 5-8. I initially just thought this was a bug, so I took him anyways, and throughout the dungeon, his damage seemed to fluctulate wildly, between 5-8 and 9-19 and several other values. However, right when I was about to bring him onto the dungeon, I noticed that suddenly his damage appeared to say 5-8 on it. I equipped him with both Dismas's Head and the Legendary Bracer, bringing is damage up to, ultimately, about 9-19. While playing earlier on, I had an Abomination whose base damage was listed as about 7-14 (Should have taken screenshots, but the numbers I have are about right). So, this might seem like a dumb question, but I am legitimately confused as to how damage scaling on your heroes work. ![]()
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