Noob Blu question, last i knew, spell Acc was based on equipped weapon skill and Acc from gear. Since Blu has no Staff skill, wouldnt that rape your acc for Cannonball, or does the use of SA grant that 100% Acc for spells too?
While SA will make sure you hit the lack of def from shield will usually outweigh the extra little bit of str from staff/grip unless you can't find any weapons with str and/or vit on them.
Also if the unforseen happens and the mob does turn nice to actually hit something lol
I did actually try /war yesterday, didnt seem to do much. I'm probably not gunna mess around with it anymore till 75, but it was good for some pictures!
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my question is with /thf, what would be better on the main and sub slots for cannonball. my normal setup consisted of Mekki Shakki/Bravegrip. but now with the new Firmament+1 swords (+4str/+4vit), would using the blu traits to get dual wield on /thf and dualwielding 2 firmament+1's be better in damage?
I'm not exactly sure. Seeing as the brave grip adds 3.5% to your SA cannonballs. It's a direct 3.5% increase to your current damage versus 3 STR and 8 VIT. Nightfyre is pretty familiar with all the damage formulas. So he would probably know. My gut is gonna say the dual wield swords though (if you can fit the trait in easy enough). The advantage to the swords as well is if you somehow "miss" your SA because you weren't lined up right you cannonballs still might hit since you're using swords.
If you have a fairly NQ build it might be better, but if you have an NQ build you wouldn't be using HQ swords. That's before accounting for the loss of mods from set spells; when you add that in Brave Grip is easily better. Blazing Bound isn't too bad since it's 3 points for 2 VIT, but Animating Wail is a whole different story.
Hey night. When we were running through the formulas were you running the 3.5% increase as a 3.5% increase to base damage of the spell or as 3.5% increase to the total damage the spell does? IIRC the brave grip is calculated after all the other things and simply raises the final damage by 3.5%. So if you would have done 600 you'd do 621. (1000 = 1035). But base damage added by mods should have a more drastic effect than raising the percent of the final damage. Right?