Fairow 0 Report post Posted December 30, 2008 Hi I am looking for information regarding the attributes of DK Armors/Weapons. A standard DKWand, saves how much mana? Once upgraded to DK+6, it then saves 28 mana? If upgraded fully to DK+15, does the mana save go up also? Next.. With DKFlamberg, what are the dice dmg for this weapon? How does it change once it is at DK+15 I have also heard that increasing the DK weapon, increases hit probability... If this is the case, how does it work? Please advise, all info is appreciated Thanks P.S. I tried looking at other topics in forum for this information but could not find a direct answer. Share this post Link to post Share on other sites
Guest WetWendy Report post Posted December 31, 2008 Hmm contact me ingame fairow. WetWendy. Share this post Link to post Share on other sites
~Hunter[GM] 0 Report post Posted December 31, 2008 ok I think this is what you want DK wand +15 is a MS28 and is ms29 throughout. DK flam starts at 4d7 at the beginning when it is a flamberge and then increases to 2d10+2+15 for sm and med mobs and 2s12+2+15 when it is in its dk15 form DK giant sword form is 2d8 and 2d10 HP..here is some basic HP formulas To hit value is calculated from your DEX and weapon skill, if you have under 50 DEX, you don't get any bonuses to your to hit value. < 50 DEX: To hit value = Weapon Skill > 50 DEX: To hit value = Weapon Skill + (DEX - 50) Your defense is your DEX * 2 + any armor bonuses you get. For example Knight Plate Mail has 40 AC, and therefore adds 40 to defense value. Maximum hit probability is 90%, no matter how much DEX and how high weapon skills you have. Minimum hit probability is 10%. Hit probability is calculated as follows Hit probability = (To hit Value / Defensive Value) * 50. Examples from tricksters Your dex is 100 and weapon skill is 100%, your to hit value is 100 + (100 - 50) = 150 If your opponent has 50 DEX and no armor, his defense value is 50*2 + 0 = 100 In this case your hit probability would be: (150 / 100) * 50 = 75% Its late so im going to bed but let me know if this is what you wanted or if i answered your ques at all. :unsure: Share this post Link to post Share on other sites
Ralli^GeR 0 Report post Posted January 1, 2009 So DK wand is MS28 or MS29? I'm a little confused. And how do we get DK giant sword? I only gotten DK flam.. TIA ^_^ Share this post Link to post Share on other sites
Vampyr 0 Report post Posted January 1, 2009 So DK wand is MS28 or MS29? I'm a little confused. And how do we get DK giant sword? I only gotten DK flam.. TIA ^_^ I think Hunter made a typo, it should me ms28. Although ive done a few calculations using the wand at different levels and i think somethings a little off. DK GiS is Flame +2. Just get 2 Majestic points and upgrade it via the upgrade button in your inventory bag. Share this post Link to post Share on other sites
DEz 0 Report post Posted January 1, 2009 ' date='Dec 30 2008, 11:32 PM' post='246935'] DK giant sword form is 2d8 and 2d10 wat :ph34r: :) its like a bastad sword?:) Share this post Link to post Share on other sites
bapok 0 Report post Posted January 1, 2009 so whats the purpose of upgrading DK wand since the mana save will always be ms28 no matter wat? extra damage? Share this post Link to post Share on other sites
IRONCLAD 0 Report post Posted January 1, 2009 Hi I am looking for information regarding the attributes of DK Armors/Weapons. A standard DKWand, saves how much mana? Once upgraded to DK+6, it then saves 28 mana? If upgraded fully to DK+15, does the mana save go up also? Next.. With DKFlamberg, what are the dice dmg for this weapon? How does it change once it is at DK+15 I have also heard that increasing the DK weapon, increases hit probability... If this is the case, how does it work? Please advise, all info is appreciated Thanks P.S. I tried looking at other topics in forum for this information but could not find a direct answer. Try HB Portal ;) http://www.hbportal.net/index.php/Main_Page Share this post Link to post Share on other sites
DEz 0 Report post Posted January 1, 2009 so whats the purpose of upgrading DK wand since the mana save will always be ms28 no matter wat? extra damage? to +6 saves more mana than lower wand, but +15 saves the same as +6 plus indeed extra dmg and hitting probability try to cast magic missle with and without dkwand+X if your blizz hits are e.g. 86 86 80 80, with wand +15 it will be 101 101 95 95 ;) = 60dmg more. It's a lot. it adds a lot hitting prob. too. Mage with lower wand can't hit me when I wear my MR set, with +15 he can... Share this post Link to post Share on other sites
~Hunter[GM] 0 Report post Posted January 1, 2009 the goal of upgrading is to receive the extra damage and hitting probability and yea i meant ms28 not 29 Share this post Link to post Share on other sites
-Phoenix- 0 Report post Posted January 1, 2009 Hi I am looking for information regarding the attributes of DK Armors/Weapons. A standard DKWand, saves how much mana? Once upgraded to DK+6, it then saves 28 mana? If upgraded fully to DK+15, does the mana save go up also? Next.. With DKFlamberg, what are the dice dmg for this weapon? How does it change once it is at DK+15 I have also heard that increasing the DK weapon, increases hit probability... If this is the case, how does it work? Please advise, all info is appreciated Thanks P.S. I tried looking at other topics in forum for this information but could not find a direct answer. Try HB Portal ;) http://www.hbportal.net/index.php/Main_Page Share this post Link to post Share on other sites
Fairow 0 Report post Posted January 1, 2009 ' date='Dec 31 2008, 04:32 PM' post='246935'] ok I think this is what you want DK wand +15 is a MS28 and is ms29 throughout. DK flam starts at 4d7 at the beginning when it is a flamberge and then increases to 2d10+2+15 for sm and med mobs and 2s12+2+15 when it is in its dk15 form DK giant sword form is 2d8 and 2d10 HP..here is some basic HP formulas To hit value is calculated from your DEX and weapon skill, if you have under 50 DEX, you don't get any bonuses to your to hit value. < 50 DEX: To hit value = Weapon Skill > 50 DEX: To hit value = Weapon Skill + (DEX - 50) Your defense is your DEX * 2 + any armor bonuses you get. For example Knight Plate Mail has 40 AC, and therefore adds 40 to defense value. Maximum hit probability is 90%, no matter how much DEX and how high weapon skills you have. Minimum hit probability is 10%. Hit probability is calculated as follows Hit probability = (To hit Value / Defensive Value) * 50. Examples from tricksters Your dex is 100 and weapon skill is 100%, your to hit value is 100 + (100 - 50) = 150 If your opponent has 50 DEX and no armor, his defense value is 50*2 + 0 = 100 In this case your hit probability would be: (150 / 100) * 50 = 75% Its late so im going to bed but let me know if this is what you wanted or if i answered your ques at all. :unsure: Cheers for taking the time to answer.. It did clarify a few things. Obviously, if DKwand or DKsword are +15, each hit damage will be plus 15. The thing im still confused with... is there a formula that the extra hit probability is worked out with? (e.g when casting magic with dkwand OR hitting with DK+15 sword?) Also, Based on hbportal.net, they claim a DKstaff+0, and a DK staff +15 all have ms28... is this correct? Someone told me in game that a normal DKstaff was only ms25 or something...? Another random question, with FULLHERO items... hbportal advised for example a Hero plate mail is about 43 defence... where as dark knight armor is 52 defence.... Is this the same case within hbnemesis??? If so, i dont really see the point of getting hero armor when it is more of a downgrade from a DKsuit then it is an upgrade? Ty for info, and hope to hear more! Share this post Link to post Share on other sites
Synz 0 Report post Posted January 1, 2009 Move to Questions. And to answer your DK/Hero armors question: The hero helmet has more defense than the DK helmet, which is why you see people wearing hero helm and dk set. Every other hero armor has less defense and natural PA than it's DK counterpart. The reason you'd wear hero armor is because it gives a +5 damage bonus, looks "cool", shows that you have a lot of time to ek or are really good, and I'm pretty sure it gives you a higher hit chance. Although - I don't know that it gives higher hitting probability or not. To answer your dk staff question: On the original nemesis, dk0 through dk4 only gave ms25. I haven't tested on this version, but I do BELIEVE that it is fixed. The number may not add up obviously because not everything will come out to an even number after calculating your total ms. Share this post Link to post Share on other sites
~Jaapy 0 Report post Posted January 1, 2009 To answer all your questions I had to look things up in the code. This is as official as it gets, 100% accurate. A standard DKWand, saves how much mana? A standard, unupgraded DK wand gives you 25% mana save. The +2 and +4 versions also give you 25% mana save. Once upgraded to DK+6, it then saves 28 mana? Yes! +6 and higher gives you 28% mana save. If upgraded fully to DK+15, does the mana save go up also? No, +6 through +15 all give you 28% mana save. No wand surpasses the mana save of the MS30 LLF wand. Next.. With DKFlamberg, what are the dice dmg for this weapon? The standard, unupgraded DK Flameberge has the following dices: S/M: 4D7 L: 4D7 S/M stands for Small and Medium sized monsters. L stands for Large monsters. How does it change once it is at DK+15 Very simple, I give the damage dices below. The first one is S/M damage, the second is L damage. +0: 4D7, 4D7 (Flameberge) +2: 4D7+2, 4D7+2 (Flameberge) +4: 4D7+4, 4D7+4 (Flameberge) +6: 2D10+2+6, 2D12+2+6 (Giant Sword) +8: 2D10+2+8, 2D12+2+8 (Giant Sword) +10: 2D10+2+10, 2D12+2+10 (Giant Sword) +12: 2D10+2+12, 2D12+2+12 (Giant Sword) +14: 2D10+2+14, 2D12+2+14 (Giant Sword) +15: 2D10+2+15, 2D12+2+15 (Templar Sword) I have also heard that increasing the DK weapon, increases hit probability... If this is the case, how does it work? DK weapons and staffs do not increase PHYSICAL hitting probability at all. They have the same hitting probability as a normal Long Sword type weapon. Share this post Link to post Share on other sites
~Jaapy 0 Report post Posted January 1, 2009 The thing im still confused with... is there a formula that the extra hit probability is worked out with? (e.g when casting magic with dkwand OR hitting with DK+15 sword?) No, because there is no extra hitting probability involved. Also, Based on hbportal.net, they claim a DKstaff+0, and a DK staff +15 all have ms28... is this correct? Someone told me in game that a normal DKstaff was only ms25 or something...? As I wrote before, +0 +2 and +4 are MS25. The others are MS28. Another random question, with FULLHERO items... hbportal advised for example a Hero plate mail is about 43 defence... where as dark knight armor is 52 defence.... Is this the same case within hbnemesis??? If so, i dont really see the point of getting hero armor when it is more of a downgrade from a DKsuit then it is an upgrade? Hero Armor has 45 defence and 48 physical absorption. But, a full set gives you +5 damage and a 50 hit ratio bonus. Dark Knight Plate Mail has 53 defence and 55 physical absorption. If you wonder what the best Plate/Armor in game is, it's obviously the Merien Plate Mail with 60 defence and 45 physical absorption. The reason you'd wear hero armor is because it gives a +5 damage bonus, looks "cool", shows that you have a lot of time to ek or are really good, and I'm pretty sure it gives you a higher hit chance. Although - I don't know that it gives higher hitting probability or not. It does give you higher hitting probability! It adds +50 to your hit ratio. Share this post Link to post Share on other sites
Fairow 0 Report post Posted January 2, 2009 Beautiful, Thanks a lot for the detailed response Jaapy, looked everywhere for a while and was getting differnt information all the time. Appreciated. Perhaps move to guides section or something and pin it??? Saves u having to answer it again! :D Share this post Link to post Share on other sites
smellz 0 Report post Posted January 2, 2009 so whats the purpose of upgrading DK wand since the mana save will always be ms28 no matter wat? extra damage? to +6 saves more mana than lower wand, but +15 saves the same as +6 plus indeed extra dmg and hitting probability try to cast magic missle with and without dkwand+X if your blizz hits are e.g. 86 86 80 80, with wand +15 it will be 101 101 95 95 ;) = 60dmg more. It's a lot. it adds a lot hitting prob. too. Mage with lower wand can't hit me when I wear my MR set, with +15 he can... as far as i know upgrade wands and sword doesnt give u more hitting prob on para etc. but for damage yes. Share this post Link to post Share on other sites