Dexterity and clerics?
WiCKDiNTeNT - Dreamweaver
Posts: 3 Arc User
my question is does giving your cleric dexterity increase the distance it takes to cast a spell? so if u have high dex can u stay far eough away to stay out of AOE range?
ty 4 help
ty 4 help
Post edited by WiCKDiNTeNT - Dreamweaver on
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Comments
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Nope...Dex on a Cleric tbh is a waste imo.[SIGPIC][/SIGPIC]
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"Toughest monster? ..... RedsRose b:surrender" - Kantorek
Where is my 1 v 1 Kan? b:mischievous0 -
why would it increase it? o-o
i mean, it doesnt increase it even for archers, right?
dex points description is:
increases your ranged and dagger physical attack,
accurasy, evasion,
psycical and magical critical hit rates0 -
ty red for info i wasnt sure . ur right thanos it does say ranged attacks. and magic is ranged. thats y i was wondering but ty for help.0
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It says ranged physical attacks. We use ranged magic attacks that some (plume shot) do physical damage.
Dextery on clerics should be stat to 3 (possible?) or left at 5.
It can increase our evasion, but a negligable amount. It does increase our crit rate but you don't "crit heal" and on dmg it makes less of a difference than just adding to magic.
For instance 1% more crit is basically 1% more crit. So 20 dex is 1% increase but 20 magic is 20/150 more to your base multiplier (about 13%).
I been playing with the idea of "when will 1% dmg increase be better than a 13% base dmg multiplier" but I think its somewhere around when magic stats are 600 or 700, which is impossible. Plus it'd do nothing for your healing.
The only clerics that add to dex are LA clerics. There are alot of discussions on the effectiveness and ineffectiveness of LA clerics but basically they add to dex to wear LA armor for higher defense at the expense of either adding stats to vitality, or magic for better heals and attack. Usually its the attack/heal power that suffers making it an uncommon build.Seven 100+ characters leveled the hard way. Free to play. Mystic, Psychic, and Wizard left to level. b:victory0 -
For instance 1% more crit is basically 1% more crit. So 20 dex is 1% increase but 20 magic is 20/150 more to your base multiplier (about 13%).
For every 10 dex you get a plus 1% crit ( I believe ) though, taking away from your magic to do so isn't recommended due to you lowering your attack. It's better, imo, to have a higher attack all the time, rather then that "lucky crit" once in a while.
I been playing with the idea of "when will 1% dmg increase be better than a 13% base dmg multiplier" but I think its somewhere around when magic stats are 600 or 700, which is impossible. Plus it'd do nothing for your healing.
The only clerics that add to dex are LA clerics. There are alot of discussions on the effectiveness and ineffectiveness of LA clerics but basically they add to dex to wear LA armor for higher defense at the expense of either adding stats to vitality, or magic for better heals and attack. Usually its the attack/heal power that suffers making it an uncommon build.
LA isn't too uncommon (at least I've run into quite a few), however, a Vit cleric is more common. Vit gives you more def as well as HP which is usually what LA wishes to accomplish with gear. Only reason really for LA and Vit builds is for people who can't afford to shard their gear.
I am a pure cleric because I don't mind buying a few pdef shards to make up for no vit and having AA gear. Pure Cleric has lower hp, but considerably higher mana and stronger attack and heal.
Make sure you think about which is more important to you. A Pure cleric does beat a Vit cleric. (Haven't tried a LA cleric)
I did a little test on a friend. Same lvl as me, she was a Vit build and I am pure. She used plume shot on me (lvl 10) and hit me for 500. I used my plume shot (lvl 8) and hit her for 800. (She had better to equal gear as I did, I had slightly better weapon, and I buffed both of us, so we had equal buffs) That difference adds up. So definitely decide whether you want to go pure/vit/dex before you start building to prevent you from having to buy reset notes. Those get pricey.0 -
uh, it says increase ur ranged physical attack. like, if u put 1 dex as an archer ur ranged physical attack will be stronger. just like if u put mag points ur clerics mag attack will be stronger.
it doesnt say "increases the range of the ranged attacks"
if that was true, archers would be one-shotting u from miles away;
sage archers already hit u from ~35m; i dont want to imagine what would happen if dex added range.
it's 1% crit for 20 dex points.
u cant reset dex bellow 5 (which is unfair since u can reset mag to 3)
the only way to be actually worth it to put some points is having some extra from gear (cape,tome,weapon) that u can use anyway.0 -
ThanosQRt - Dreamweaver wrote: »u cant reset dex bellow 5 (which is unfair since u can reset mag to 3)
Agreed because you can re-stat vit to 3 as well...[SIGPIC][/SIGPIC]
RoidAbuse is awesome, only he would sell his sperm for gear!!
"Toughest monster? ..... RedsRose b:surrender" - Kantorek
Where is my 1 v 1 Kan? b:mischievous0 -
RedsRose - Lost City wrote: »Agreed because you can re-stat vit to 3 as well...
Reason I wasn't sure is I think it is possible to "glitch" magic and vitality down to 3 by having equipment on. Not sure if this was in the game design or not. I hear its impossible with strength and dexterity though, and 5 minimum.Seven 100+ characters leveled the hard way. Free to play. Mystic, Psychic, and Wizard left to level. b:victory0 -
"uh, it says increase ur ranged physical attack. like, if u put 1 dex as an archer ur ranged physical attack will be stronger. just like if u put mag points ur clerics mag attack will be stronger."
Ah that's true!. I forgot about that. My bad. Your range is included in the skill description, higher the skill level, higher the range.
"u cant reset dex bellow 5 (which is unfair since u can reset mag to 3)"
That I didn't know. I remember buying a reset note for my bm to take vit off to put to dex and remember my vit dropping to 0 and I had to put 5 back to make it "normal". I thought you could take away from whichever you wanted. Never tested dex however.0 -
well, i got a reset note when i hit 100; i managed to get all but 3 points from vit and no points from dex (was at 5 dex).
now, if u can glitch it somehow... i dont know how xd
and plz tell me, those 5 dex poitns are annoyingb:laugh0 -
Well depending on your tome and cape, and random other gear, most cleric's end game contains +12-20 dex from gear adds. Easy way to add 1% crit is add the 2-5 points to dex to hit 20, so 5 dex base doesn't really bother me.Seven 100+ characters leveled the hard way. Free to play. Mystic, Psychic, and Wizard left to level. b:victory0
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i have some dex <<
to finish of my crit% lol >.> 22% ftw[SIGPIC][/SIGPIC]lagunal8.deviantart.com
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Lol, dex to finish off a crit doesn't sound bad.
I just mean, its not like a cleric build to throw in 1 or 2 dex every lvl.
End game once you have all your gear you plan to stick with, why not?
I personally won't, but it makes sense, only cause I want all magic other than the 55/57 str I need for gear. (57 for 105 cape.... but seeing as that is a bit.. far away to put nicely, if I hit 105 then I will throw on the +2 xD)0
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