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So I'm now level 45 with my KKKK party but hitting a wall/plateau with melee damage not increasing. What's the best way to scale it up?
07/02/2015, 10:07:40

    Indighost writes:

    I've got all the relics and artifacts I need. Majority of monsters/dungeons pose no threat except for Dragons and Titans in groups of more than 2. I could easily finish the game at this point if I wanted. I remember when I played MM& so long ago, I could do up to 150 damage in a single melee hit. However the most I can get with my current guys is about 50 physical + 24 elemental = 74 damage per hit. What's the best way to increase it? Did my choice of doing a single weapon type for each knight doom my party to never being able to defeat those big monsters? (Sword/Spear/Axe/Dagger)

    Also, is there any way to prevent monsters breaking my items? Fixing them all every 5 seconds is super annoying.

    Thanks for the help!





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Linear fighter, quadratic wizard.........
07/02/2015, 19:46:37

    Ossie writes:

    I believe is the term! Which basically means that magic scales & keeps pace, but melee plateaus. I don't recall exactly the amount of melee damage my high level Knights do, but axe & dagger will be significantly underpowered - I always go for spear/sword combination as this maxes out what damage can be done.

    And there is no way to avoid item breakage in VI. Best to give everyone Master Repair so you can fix in real time - especially as your Knights won't need to waste skill points on pesky magic





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In later games, there is a "Harden Item" potion, which . . .
07/02/2015, 20:25:04

    Peter2 writes:

    . . . reduces the likelihood of an item breaking. I never bothered with them, but I seem to remember somebody saying that they don't work on artifacts & relics. Not sure whether that is true or not.




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Correct!
07/04/2015, 20:07:57

    Ossie writes:

    The Harden Item potions in VII eliminated - as opposed to simply reduced - the chance of an item breaking. They were actually very useful. But they do not work on artifacts & relics




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Thanks.
07/06/2015, 13:21:44

    Indighost writes:

    Thank you. I am doing a solo ARcher in MM7 now (even more fun since the scaling seems to be continuous) and will try it out.




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From what I can see, you're right, Knights just don't scale in MM6.
07/06/2015, 13:19:37

    Indighost writes:

    I have to agree. However, I finished up easily at level 88 or so. The game went surprisingly fast and easy considering how hard this game was sold to me. Now doing a MM7 Solo Archer game and having even more fun.




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As told, the best combination possible is spear + sword.
07/05/2015, 20:13:01

    Ramillies writes:

    I inflicted damages like that (~120) as well in melee. I believe that the reason you don't is simply that of missing beneficial spells. I was loaded with them all the time -- bless, haste, heroism, strength, speed, accuracy ... and so on, we all know it. And I'm sure they do add up to the 3-figured numbers easily.

    Increasing your attributes (like strength, speed, accuracy &c.) won't help you very much at this point (unless you increase them at least by 20 -- and even that will probably yield only a mere +1 to hit or damage, or -1 recovery), but increasing skills (Sword, Spear ...) by 1 directly results in a +1 to one or more of damage/To Hit/minus-Recovery/Armor Class.

    As for breaking items: theoretically, I think that Luck somehow makes it slightly better ... but since Luck is an attribute, it's mostly useless to increase it too much. Exactly like all the other attributes. Certainly no Harden Item or anything like that.





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And it's better to apply those points to spear skill rather than sword skill.
07/06/2015, 07:41:17

    Peter2 writes:

    Expert in sword gives you quicker attack, but all master does is allow you to use a one-handed sword in your left hand, so all the damage you do is limited to the capabilities built into the sword, e.g. 3d4 + 10 for a mighty broadsword.

    However, expert spear adds a point to your armour class for every point of skill, and master spear adds to 1 point to your damage for every point of skill, so a sacred spear in the hands of a just-promoted master does 1d9 + 13 damage inherent in the spear, plus 8 points of damage from his skill, plus another 8 points to armour class. It's a no-brainer really.





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Thinking
07/06/2015, 13:37:21

    Indighost writes:

    From my experience playing the game Path of Exile, adding more Attack Speed and on the other hand adding Increased Damage assist an RPG character more or less depending on how much of each you already have, and how much you have relative to each other.

    For example if you do 20 damage per attack and attack once per time unit, and you have a choice of increase attack speed by 25% or adding 5 damage, you have increased your damage per time unit by 25% to 25 dptu. But if you add another additional 25% speed to get 1.5 attacks per unit, then you are only adding 5 dptu (to 30) and would be better off adding 5 flat damage because that would take you to 31.25 dptu, 6.125 instead of 5.

    All of which doesn't mean much as I don't know exactly how much attack speed is added per point of skill in MM6/7/8.

    in my new solo mm7 game I am going on faith that I will be able to get a super fast attack speed with GM Bow and a Bow of Darkness that I picked up from the Emerald Island dragon.





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Any sort of Vampiric weapon is extremely useful, especially for a single-character game.
07/07/2015, 04:39:05

    Peter2 writes:





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It's useful to put points in sword...
07/08/2015, 19:24:58

    Macros writes:

    Sword increase Attack and decreases recovery time.
    Spear increases Damage and Armor Class.

    Decreasing your recovery time has a better effect on your DPS the lower your recovery time already is, whereas increasing your damage is a flat increase that actually gets less impactful the more damage you already have.

    At first, increasing damage does more, but later on lowering recovery time makes a bigger difference.

    It works best if you focus on both (especially since the more you increase a skill, the more it requires to increase it further).

    Of course, when you hit the recovery time cap only increase spear skill from then on.





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Sadly, it is not, because when dual-wielding, the whole combination gets the larger recovery of the two.
09/03/2015, 20:40:31

    Ramillies writes:

    So even if you decrease recovery of the sword, it will be of no use since the greater recovery of the spear would apply.

    [ But nice reasoning otherwise. ]





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sword is slower by default
09/21/2015, 11:37:25

    Macros writes:

    Spear recovery time is 80. Sword is 90. Sword is slower than Spear by default.




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Slowest BASE recovery time is used
09/21/2015, 11:44:28

    Macros writes:

    It always uses the weapon with the slowest BASE recovery time to determine your recovery time. So if you're holding a sword + spear, it doesn't matter if you have 80 points in sword and are actually super quick with it, it will still use the sword item + sword skill to determine recovery time because swords have a slower base recovery time. I hope that cleared up any confusion. You can read up on all this on Grayface's page btw, it's easy enough to google if you type "grayface mm6" or similar. Just click the link for game mechanics and you'll find it.




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