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Got my new copy of MM6! 09/27/2013, 19:59:35
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Raphael writes:
Started a ACDS team with a 'no bows' restriction on myself to keep it interesting and once again falling in love with the game all over.Also playing a four knights game in parallel but it kind of got a little stale fairly quickly, with poor potions in MM6 (oh if only I could get the alchemy system from VII transmogrified into VI :p), relying on hireling healers is just not as fun for me. But I would like to try a 'Might' oriented party as well. Of course the four knights is really a gimmicky challenge but personally I got bored of it. Anyone have a favorite Might party they want to share. Not just which classes but also skills, I always end up playing magic parties, I'm not sure which weapons will scale better with level. Swords seem cool as an off hand for example but somehow I think Dagger would be better for speed and the x3 critical chance but I could be wrong.
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Sorry - not my style of party at all 09/28/2013, 04:50:23
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Peter2 writes:
I tried a druid once, but I found her a poor option. With the skill point requirement for mastery being set at 12 for magics, she needed an inordinate number of skill points to become fully developed, and lacking access to the high-damage spells of Dark, she was ineffective in combat. This was even more true in MM7, incidentally. My initial (Light Path) party used a druid because she could attain GM in alchemy, but with there also being a priest in the party, her advanced healing skills were unnecessary. I found a paladin far more useful, and ended up with an APCS party for the Light Path.
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Magic party 09/30/2013, 13:45:00
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Andy B writes:
The party that works for me is SSSC. Dark magic master with 30 plus skill points - Shrapmetal takes care of most adversaries with little fuss.
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I completely agree with that. 09/30/2013, 14:57:28
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Peter2 writes:
It was Greate Pier's favourite party, too. His preferred method of dealing with Dragonsand was to set Shrapmetal as the quickspell for his party, and just fly through the dragons clustered around the NWC dungeon, rest in a quiet corner to restore hit points, and then repeat the treatment. Four or five passes used to leave carnage around there. These days, I most often play an ACSS party. I tried SSSC, but it grieved me that my party was unable to use any of the high-level weapons and armour denied to clerics and sorcerers unless I took advantage of the "features" available in the v1.0 game
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High cost for DM spells 10/03/2013, 15:51:54
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Roderick on vacation writes:
Dunno, but I always run low on SPs,specially after Dark Magic spells and prefer cold steel.
Though in World of Warcraft and real life equipment wears
and tears
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CCCP anyone ? Lol 10/03/2013, 15:38:36
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Roderick on vacation writes:
Dunno- the last playings for me were not vanilla,but
TCC mod . In that mod you have too have a knight and strong healers ,because some enemies ,for example, mercs have not only
great length health bar ,but also very-very hard strike ,they prefer hitting knights and it is a good thing because they'd kill
squishies in 1-2 strikes .
P S
Interesting question about daggers
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I like spears and think they *do* scale nice. 10/15/2013, 12:32:54
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Ramillies writes:
When having Master Spear, your skill is added to your Attack Bonus, Armor Class and Melee Damage. Also they have good damage rating per se (ordinary spears d9+(0/1/5/9/13), tridents 2d6+(0/6/12), halberds 3d6+(0/4/10) plus d9/d6/d6 when wielding it in both hands), so at higher levels you end dealing fantastical amounts of damage, easily exceeding 100 at level 90. (With some spells of course, but not counting relics.)
Disadvantage: They're slower (better base than swords - 80 - but they don't get faster with better skill). Despite this I think that when wielding a spear you can do better only when wielding a spear and a sword. (According to Peter2, the best combination for dealing melee damage is Poseidon (a relic trident) + Hades (a relic sword).)As per your off-hand considerations: dagger does not get any speed bonus, because the whole combination has the greater recovery of the both weapons used. Now for a little computation: the best ordinary dagger deals 2d3+7 and the best ordinary longsword 3d3+12. Both skills increase only your AB on master, but dagger gives 1/10 (independent of the skill level, as Grayface says) chance of tripling the damage. So when wielding a dagger in your left hand you don't get better speed and in average the dagger causes 1.2*(2d3+7) = 2.4d3 + 8.4. Still not better than the sword with its 3d3+12 and the chance to hit is just the same. So, on the same level of quality, the swords seem to be always better than the daggers (if you can use them of course).
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Poseidon + Hades 10/15/2013, 15:04:43
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Peter2 writes:
That is the best weapon combination IN THEORY. But unfortunately, theory does not equate to practice. Due to a flaw in the recovery (IIRC) calculations in the game engine, you're better off wielding either Poseidon or Hades, but not both.
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Depends on patches installed... 10/15/2013, 17:07:56
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Ramillies writes:
In your vanilla version this must be true, because v1.0 suffered from so many bugs in recovery that all those calculation were just useless --- but I (with my patched game) tried to calculate various things (including recoveries) several times and displayed values (Grayface's patch displays them) agreed exactly with whatever I computed.
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Ahhh, right! I didn't realise that the patches had cured those bugs. 10/16/2013, 07:30:31
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What about sword=sword 10/16/2013, 16:02:02
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Less damage. Maybe you get slightly better speed. 10/16/2013, 16:45:08
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Ramillies writes:
Daggers are good in the middle it seems ... because you can wield it in your left hand early. Then its (despite the occassional triple damage) usefulness decreases.
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