Mud Dive, the Slot 4 obstacle, trades damage reduction for HP (-4 DR, +20 HP). Yes, the wiki exists, but the expansion in particular has a nasty habit of giving every monster 100+ words of text that you'll have to very quickly scan to make sure none of them are "whoops you didn't prep right, time to die" and there's no reason clicking the monster's icon when looking at monsters in an area couldn't show the same display that clicking your current Slayer task does. Documents and code relevant to Melvor Idle. It would be nice if there was an in-game way to read a monster's special attacks before engaging them for the first time. This can be particularly painful for any players who are trying to go in without exhaustively checking guides and who don't have my blasé willingness to cheat to get back items lost on death instead of spending dozens of hours re-grinding the Ultima Godsword due to just forgetting to equip the Explorer's Maps to negate the last bit the Foggy Lake slayer area effect. In the DLC there are a lot of ways for monsters to increase their max hit or decrease your DR, which can lead to dying because you didn't figure out that if the enemy does this attack and then uses that attack and it has enough stacks for its passive, it can do just enough damage to kill you. Pre-DLC, with the exception of Into the Mist and Impending Darkness with their Afflicted monsters, for pretty much every enemy you could figure out if you were safe by just comparing their max hit to your DR + Auto-Eat Threshold. Yeah, my only real annoyance with the DLC combat is that it makes it much harder to figure out by hand whether or not you're safe in a given fight. +2 Melee strength +5 Melee Accuracy +20 HP -4 (-2) DR (very bad) Cave Climb +5 Melee Strength +5 Ammo/Rune Preservation -40 (-20) HP (quite bad) In terms of DPS, Mud Dive and Cave Climb are your 2 options, however in terms of dungeon progression, the -HP and -DR pretty much makes them useless if you need survivability.
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