#combat-and-skills
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yeah sure imma go dm you tomorrow
okay so a wood bow and wood arrows (both level 3) with all of 8 skill points spent does 61-73 on a headshot to scavengers depending on whether or not they're weak to pierce
no wonder people say daggers feel really weak. Daggers have extremely similar damage to one handed swords.
Exact same combo I've been using, works really well
Tbh sounds like a 2nd playthrough vs 1st one
its a third playthough
I beat the game on melee twice
like, bow only for puzzles. Trying to shoehorn melee to make it work
*shrug*
I've now run my damage calc through all the weapon types
These weapons seem to function exactly as you expect from a damage perspective:
1h melee
2h axe/hammer
Daggers
These weapons have slight damage deviations:
Bow: Skillshot/headshot give a deceptively large damage increase over the course of a bossfight/dungeon.
Wands: 10% overcharge, for example, appears to mean "gives 0, 5, or 10% bonus damage at random". This could be actually random 0-10% but it's a low chance to do zero bonus damage. On average you're getting free bonus damage through this perk so a 1h sword with the same attack value will do less per swing.
These weapons flat out do more damage than you'd expect:
Staff: appears to have a 1.2x modifier anytime you shoot a spell. Some spells do slightly different than you'd expect. Fireball for example does 1-2 damage less than it 'should' (at low stat levels, this damge 'reduction' will grow as you have higher damage modifiers). this might be unique to the spell or might be that AOE spells get a smaller bonus. Impossibe to know.
Greatsword: basic attack does 1.5x damage instead of all other melee attacks doing 1.0. This damage increase doesn't convert to special attacks you gain from skills. so a standing attack and a jump slam do the exact same damage as both are 1.5x "base damage"
so at this point we have enough data to do an accurate damage calculator in a google sheet or something for people who like to tinker each weapon/stat to try and optimize, god forbid people try to speedrun bosses or something
it also wont be difficult to get a new player guide to damage together so players can understand without clogging up chat with very basic questions. I imagine having a little faq or guide to reference could be valued for brand new player who feel overwhelmed by the stat options.
The only remaining thing is to get actual resistance numbesr on the enemies. The "combat mechanics page " (https://enshrouded.wiki.gg/wiki/Combat_Mechanics)
is not only incomplete, there are a few errors as well. Scav rangers are .7 resistant to fire not .5. Any patch the resistances could have changed, i'm new enough that I cant guarantee these weren't 100% accurate at one point.
The perk Skill shot does not provide 20% more head shot damage. It instead provides a bonus to all attacks equal to 50% of the damage you'd do to an unmodified body shot.
For example:
A level 50 Drak whistle with 10 dex and 30% bonus ranged damage from skills does 224 on a body shot. If you only take Skill shot it then does 336 damage. This bonus 112 damage does not get multiplied by a head shot. the skill shot damage is calculated at the original 224 damage, then the 112 damage is added. It should also be stated that head shots are not 1.5x increase like the in game tool tip implies. they are a 2x increase. So a "headshot" without skill shot in this case does 448 damage. and with it, 560 damage.
skill shot its so damage efficient for its cost that melee characters going up to the ranger perk for increased crit chance and damage should take the side of the tree with this perk. It will likely make the forsaken bow hit harder than your melee weapons on its own.
a 19 strength 2h build hits a drak for 551 with frost smasher (including 30% bludgeoning increase form skill points)
Forsaken bow only buffed by grabbing the ranger perk (for crit bonus we want for the damn hammer) and getting to updraft nets one additional dex. It body shots around 400 and crits for 650 all thanks to skillshot. An unbelievable amount of damage for a build that has done nothing to intentionally increase bow damage outside of one node.
You'll still out dps your bow with the hammer, especially with the melee damage gear we're wearing but you can get skill shot on your way to ranger and just forgo grabbing either of the hook traits in the center area. because your bow will melt anything you cant reach, not using the hook will save you needed stamina as well
Okay, so:
- Are any types of melee weapons considered better than others.
- How similar in power are melee weapons of a given rarity?
Just use the power wrote on the weapon to decide "whats the best hammer" till youre are finding max level weapons. Its far too complicated to sort out the best between 3 weapons you're literally gonna replace in 5 hrs.
I think 2h axes and hammers are "best". They are easy to use, do tons of damage and the large sweeps make them hit lots of badguys so you take less damage and heal a lot.
I believe but haven't proven yet that greatswords do more damage. But anyone thats used a GS will be quick to tell you that the learning curve and akward moves are too big of a hurdle for a 5-10% dps difference to matter.
1h weapons are..... well bad. Or at least theyre looking bad. Shields are mid cause blocking sucks. And the perks on 1h weapons tend toward "utility", and most people who are asking questions like what weapon is best, dont care about quality of life perks.
I am noticing this section got very... active recently
I wonder if the devs plan on doing a dedicated "Combat" update?
"Combat The Shroud"? "Shroud of War"? there's gotta be better "combat update" names
last pinned message
do you think we'll get spears or better unarmed combat? :P
and I guess more I meant "do they plan on doing a dedicated combat update next"
cause after veilwater came out I think someone said they didn't have plans for another biome
Well, they still owe us the Albaneve Hollow Halls...
I presume that's one of the next things up.
1h weapons are only better in terms of speed, so when you're fighting a single (regular) enemy, you can spam him without him having a chance to fight back. But 2h wins for crowds.
Consider that this benefit is only noticed because they are alive long enough where they should attack back.But don't get the opportunity to.
Where every other weapon class, whether melee or ranged would have eliminated them immediately or before they closed the gap.
[scoffing in dagger-enjoyer at tank and barbarian style players] Imagine being surrounded. π§
(joking, of course)
I like 1h speed but yeah if I'm using melee its to help with swarms so spin to win is king
I got like 4 fracturing gems from a halls run andput one in my 2H, its nice
Where every other weapon class, whether melee or ranged would have eliminated them immediately or before they closed the gap.
Well, that's simply not true depending on difficulty settings.
What matters though is stagger
Well, it depends what they are and, yes, what the difficulty is. But, for example, I don't think you can oneshot shroud flayers of roughly your level (the tentacle thingies), and it's nice when they don't get to smack back. I mostly do 2h, but I carry a 1h as a spare for stuff like that, and as a light source. π
i mean, if we're giving advice to people and builds to people with the constant caveat that "on different difficulty settings, you'll want to do noticeably less damage so you can permanently stagger normal enemies in a 1v1 situation"
is higher difficulty actually fun or worth talking about? If constant staggering so you never interact with some core mechanics is the best way to play cause they do too much damage and are too tanky.... thanks probably a design issue and not a difficulty setting worth considering playing
I got rev .01 of a damage calc working now
maces are plugged in. it puts out accurate, in game verifible attack values nopw
lots of work to do but, 1h melee weapons looks perfect. I just gotta plug in hte swords and axes.
I don't play on ΓΌber difficulties, but still, even on normal, it's not like every build other than 1h oneshots everything around, and, to be honest, it would be kinda boring if they did.
I believe the "2h damage" perk falls into the equation at a different spot than teh 1h perk so i'm not holding my breath that I can just slot 2h weapons in with no additional work
awesome work!
we're simply attacking two different issues. the question wasn't, what weapons have merit or can work. The person asked whats the best weapon. I cant answer that and honestly say 1h are allowed ring of contest till someone shows me what i'm missing.
Fair enough!
and being able to CC tentacles is great
and one handed weapons get to use the 5% damage rings easier
casue they attack faster so crit more often, thus not needing the healing rings
but the axe is gonna eat the tentacle hit, then heal up to full π€·ββοΈ
Awesome work! This is clarifying a lot of things, althought the "Skill shot" perk is still a bit puzzling to me ... but I haven't done a whole lot with bow perks as of yet.
I know when I was typing it, keeping the perk separate in explanation from extra damage from hitting weak spots was tough.
The short of it is simply the perk skill shot MASSIVELY increases damage whether or not you're hitting their weak points
The next point of confusion, at least for me, is the stun/stagger/stun-bar/overpower mechanics. For example, using a wand or bow against a blocking enemy seems to fill up their stun bar but it does not stun them even when the bar is full, and yet if you switch to a melee weapon after the bar is full they suddenly stand still and let you Merciless attack them. Using chain lightning and lightning channel spells will fill up the enemies' stun bars and actually stun them when full, and you can Merciless attack them. (These two cases I've tested rather frequently). I've heard from others that the Terror perk will "stun" enemies but not let you Merciless attack them (but I haven't tested it yet). So like, what in the world is going on here?
(How did Keen even manage to code a system so complex compared to the intuitive "fill up stun bar" -> "enemy is stunned" -> "all consequences of stun from any source are the same"?)
yeah it sure looks like a weapon has to have some intrinsic value that allows a full bar to convert to a stunned merciless attack
Not only that, but some full bars lead to the stunned state, and others don't. Seriously, I've had enemies running at me and swinging their weapons with full bars, as long as the bar was filled with wand projectiles. And even though switching to a melee weapon gives me the Merciless option, it doesn't put the "stunned" symbol above the enemy's head. I feel like some part of this has got to be a bug, I just have no clue which part...
i love it
now that we know how much damage we SHOULD do, we can more easily back navigate the multiplier values on each type of swing
turns out the spin to win skill is 2x damage
I wish there was like A Great Shield in the game would be pretty cool
model wise there kinda is
the fell soldiers use this shield, its a fairly rare drop. but its not that good compared to craftable shields
True.
idk I feel like tank isn't that.. playable of a style
like depending on the style of tank, it may be more or less successful.
I feel like shielding enemies isn't usually much of an option though.
Vukah brawlers are really likely to stun you with their 3 hit combo if you're blocking using a "block" shield at the level you're fighting them
and if you eat all 3 hits, i'll do maybe 30% π
tanking in enshrouded for the foreseeable future is simply getting hit.
Eventually we'll get weapon cosmetics so you'll be able to use the look without the stats π€
finally... I can use the best most glorious sword of all time!
A basic sword!
Some people love the simple life
my brother asked me my favorite weapon in monster hunter, and I was just like "...I hate all of them, is there anything Normal?"
Longsword, Sword and Shield, and Dual Blades have a few models that are pretty basic
Even Greatsword has a couple that are simple, but large
Lance too, thinking about it.
to be fair it was "of what he had" and it was all boney stuff that did high damage
okay, this isn't completely apples to apples but its damn close. I can finally show that greatswords are kinda fd up.
Why is greatswords hitting for 700 on attack 1 and 934 on attack 2 meanwhile hammers do 960 with 1+2 added together
its insane. THe rest of the weapon basically doesn't function
but greatsword attack attack block cancel repeat over and over is probably the best melee damage for downing a boss. AND the window needed is really small to get the little rotation in and roll away. Hammer/axe really need their spinning attack. but that costs stamina
I can finally rest. I have all the strength weapons, or at least I think all of them now done. Plugging in daggers will be very very easy. Ranged may take a minute to figure out how to organize since they choose ammo
for reference, level 42 drak in goldrock have right around 1k health. so if you roll up with greatsword of the north, you have a 53% chance to crit. Actual coin toss the level 42 evaporates with one strike in front of your eyes
Level 45 fell "shieldmen" may have 11k? some of their sword counterparts have 5k.
I'll dig further and see how long it takes other weapons to kill but when you have to chip through that much health, being able to crit for like 2k sounds good.
And I now realize I have to figure out how food interacts with the damage calc
level 45 fell bugs have 850hp π
what the hell
I've got one stashed away for when (hopefully) cosmetics/transmorgs happen
I have a level 45 version of the shield, its not bad but its block is terrible compared to the other shields
Yeah I'd like to have that look with my sunpiercer stats
That or the shield of light with the stats of the sunpiercer
Would match my sword then
ah, Nova?
Yep
Shields would benefit so heavily from weapon vanity
I still use the Brazen Bull shield due to aesthetic preferences, I'd go further back and use the Hero's shield probably exclusively if I could
Yeah it's pretty nice
I find it weird that, in the veilwater update, they removed a shield
"The Flame Shield" from the nomad highlands is just flat out gone
they moved its model to the "riptide" shield
Flame shield?
yeah, it wasn't anything special it was just a shield
but it was the ONLY shield you could get from a random drop in a chest
sorry, only shield you could exclusively get from a random drop in a chest
its because vorgoth didnt have a shield π
I think hero shield and shield of light can be in chests, but usually you craft them
Oh yeah that's a nice looking one
idk if the flame shield was "vorgoths" but you're making me wanna check now...
but its such a pain to load older versions of enshrouded
I need to find one and stash away just in case
i was kidding π
the flame shield?
Oh it's gone like removed from the game?
no no... its gone
it got deleted from my chests. it just flat out doesn't exist as an item anymore
Wow
its weird cause they're usually super good about that
but now I really wonder what happens if your character had one of those shields on them, during the update
I think they shouldn't do that. If they take something out then don't let it drop anymore but let people keep what they have
there are a few weird updates to the game... like they removed the "old doors"
I miss the old doors 
they had holes in them, that let a little light through, and made amazing barn doors compared to the new "crude doors"
#creative-corner cause doors don't belong in combat chat
are they making a new update with all the removed items? wish they thought twice about removing stuff
UNLESS, hold on... can we.. can I have a door as a weapon?
let me bash my enemies with a door
a very secret door maybe
WWE style
door shield
I'll accept door shield
or whatever the wrestling acronym is these days
only if it has a doorbell
Sunday Shroud SMACKDOWN

I've also seen people encounter a glitch where they are apparently holding a meat skewer in their weapon hand and it won't go away
I have heard of that glitch but don't know what causes it
I think joke weapons could be fun, like a pie shield and an actual meat skewer weapon
Not a priority of course
pizza in general
Pizza shield, Pizza axe, Pizza Chakram, Pizza spell.. no idk what it does either but I wanna channel a pizza
omg wait it could be a bone channel that throws slices of pizza's at enemies, with some burning and piercing damage
Pizza arrows
The flatbread model would actually already make a really good shield lol
..Eternal Pizza arrows 
the flatbread is an oval, it totally would be a good shield, if it was just a bit larger
Frisbees as a blunt damage alternative to bone arrows
lowkey I want a rock
literally a throwing rock, that costs 1 stone to make 1 rock, and then I can throw it for 1 damage... but if it hits something in the head its an instant stun
idc what I hit, level 300 billion dragon? if its hit in the head, I want it stunned
especially cause of how funny it'd be to see someone lob a rock at a dragon's head and then an entire dragon falls to the floor
At that point, why not just make the Stone item throwable? (And all the variants). I mean it stacks to 1000 so each individual one must be pretty small...
thats also not a bad idea
is terrain placable if you hold it? or only blocks... probably only blocks
Oh, wait, that would need to be checked...
I love crafting in games as much as ... no, probably more than most people, but a 1 to 1 crafting recipe that essentially renames/repurposes an item feels weird even to me...
However if terrain is placeable from the hand it might be needed.
it is not placable, so honestly yeah they could make stone terrain a throwable weapon
The benefit of crafting a throwable rock is that you could use the alternate ingredient system to craft the same throwable from any rock, but on the other hand most throwables don't stack very high.
this also means later stones could do more damage
as silly as that'd be
and to be fair, I don't want the rock to do much damage, like... 1 to 5
I just want to stun a dragon by smacking it in the face with a stone
and if they update the stealth then they could make it so the rocks can be used to distract enemies/lure them away
does this mean that "Ice" should also be throwable and do half ice half blunt damage to enemies?
No, but snowballs should.
snowballs are too soft to do damage
Hmm... that is a fair point.
until we put rocks inside 
but stones doing various damage, and Ice doing ice/blunt damage... honestly, silly as it is, I like the idea of it
we need eternal snowball
mostly though I want to stun enemies, imagine one of those scavengers with the acid cleavers running at you... and you just throw a rock at its head and its stunned, now you can merciless strike or run away
The way I would balance it is : the first throw of a rock or snowball or snow-rock etc. (or maybe first throw to the face) for a given enemy is a guaranteed stun, because the enemy is just so surprised that you would do this. Subsequent hits to the same enemy have an increasing chance to be blocked/brushed off.
I will accept blocked, and... how about a cooldown, so they can't be stun-locked
like they'll get an "immune/resistant" to rock-face-stun for a minute or something
cause I still wanna use this as a strat against the dragon, its like killing ganondorf using a bottle
Right, that is the main concern that something so cheap could stun-lock. I'm not a fan of the no stun-lock philosophy, but I think it should be limited to much higher-tier stuff.
honestly, if no bosses were stunnable... except the dragon, and the dragon was only stunnable with specifically the weakest level 1 rock... or even a snowball
I would be happy with that, I just love the idea of stunning the dragon
I suppose players will be gobsmacked, that the final boss can be cheesed with such stunning results 
No, I think bosses in general should have the same vulnerabilities as normal enemies of their type. Otherwise you get into the problem that some JRPGs have that many, many builds and items are de-valued because they don't work on bosses, which are supposed to be the most difficult challenges (i.e. the time when you most need your chosen strategies to work).
So since most enemies can be stunned in some way, bosses should be as well.
the dragon specifically requires stun arrows, which is so lame and annoying to craft
but if a single rock, one of the earliest possible weapons that most people might not even realize was a weapon... worked on the dragon.... its just... let me have fun games again, I want games to be fun and silly and whimsical
Well, or parrying really consistently. (Also, are lightning spells viable for stunning it?)
let me do stupid stuff, punish me for doing stupid stuff... but let me do really stupid stuff and reward me for doing it
It's like the tooltip for the stone: ||The best stories start small. For example with a stone.||
"Are you trying to hit the dragon with a rock?"
"NOW YOU GIT OFF MY LAWN DRAGON"
"that won't-"
Dragon insta-stunned and falls to the arena
like a jester class? playing a instrument while fighting dragon stuns him aswell π
I love that Ganondorf was weak to Bottles... and fishing poles... and bug nets
like, who is gonna try that?... well someone did, and it was really stupid and they were rewarded for it
cause games should be fun
You know what they say, it's the litter things that count
"Yes", but I think only chain lightning can reach it most of the time (and that's barely reach it)
Max level freebies, if anyone needs
hi guys, anyone have mythic want lvl 50 pls?
Hi guys, my buddies and I had run the "hollows rooms" I dunno the english word for this dungeon, anyway it was the one in the dark woods, green necropol filled with skeleton !
We are 5 with 1 Tank, 3 DPS and myself as an healer.
My question is : how the aggro works ? because even if the tank take all the point to build threat at some point even if I do nothing some skeletons (Specially the red scythe one, and the wizard) rush to me through my friend and come directly to kiss me XD
Can someone explain how this works, if the aggro doesn't work on those mobs or just the aggro feature not work well ?
Thanks guys !
Pufff, can't help there, as I've only soloed them, but the English name is Hollow Halls. I presume they just set them to be extra aggressive to keep the whole party on their toes, but I could be wrong.
Yeah, aggro skills don't work in hollowed halls
I'm pretty sure I have one at lvl 45 that can be upgraded to 50
I just gave him oneπ
got it yes π thx
Nice!
Thanks !
kinda insane that the part of the game specifically built for group play, the one that warns you its gonna be hard solo, intentionally invalidates some of the skill selections. but only from one of the trees/styles of play.
Can confirm chain lightning does work to stun it. When I fought it I was actually on one of the ridges to the side of the arena (because screw fighting it in the arena), and it would fly right up under me so I would zap away until its stun bar filled and it fell back into the arena.
Threat skills don't work in halls? IF thats meant to be group content thats crazy half the point of having a group is for somebody to tank lol. I've only been soloing them which is not great (mainly because it takes so long)
Is there a way to roll or dodge in combat when Iβm trying to melee fight a enemy or is it a skill i unlock?
I kinda just spammed attacked and jumped but Iβm not sure if i can roll or something
You can dodge roll or blink (talent) but not while attacking only between attacks
if you're playing on PC try to press ctrl or was it shift?
ctrl on pc. dodge also doesn't give iframes, so you can still get hit mid-dodge
I have food, faction, and range specific damage figured out now. I think thats everything for how the calculator works. Gems are next and then i'm settled on how damage works.
need a volunteer to record attacks at 60fps and count frames so we can figure out dps π my pc plays at about 25-30 fps
ticks for 3 every time on the deathgazer axe. ticks between 2 and 4 on megaladon greatsword.
lasts a very short time. Doing what sure seems like 35? 40 damage total. not per second.
confirmed that crits do not cause the effect to stack. unsure if it resets or adds to the duration. the damage is so low, its irrelevant to actual ttk
Hi everyone,
How come I can't trigger the necromancer skill with fireballs? It only seems to work with wands although the skill says "magic weapon".
The lack of precision in the terminology bugs me haha
it could be a bug too. it unfortunately unclear in multiple ways
I'm no expert since I haven't played co-op, but are we certain this is intentional rather than a bug or an unexpected consequence of high enemy density in the Hollow Halls? For example, how high can that "max enemies attacking at once" difficulty setting go, and if people were to crank it to the max in a co-op game would it change anything? (Because if it's a per-player thing having it set too low could inadvertently break all aggro manipulation above a certain enemy density. It would be wierd if it were per-player, but might be worth testing...)
no we aren't certain. π
someone gave me a modded sword...
I can't wait to put a level 50 gem of bleeding on it
the legendary sword... of cutting
is water aura worth for ranger/bow character?
(soloplayer) it's okay, if you need more health, but it require too much skill points, in my opinion. The skill water aura + the skills before.
When I get hit as a solo ranger, I just panic, jump up onto something, and spam potions. Wouldn't be worth diving into the blue skill nodes
Does anyone know what counter battery considers 'ranged enemies'?
Scavenger archers/flamethrowers/grenadiers, sicklescythes, banshees, jellyfish, etc; ones that don't primarily attack by getting close.
thanks
Now that I've nearly beat the game as a dagger user, I'm wondering if I wanna follow my heart and try the other unloved weapon - 2 handed swords as a heavy knight - or broaden my skill set and understanding of the game by trying a mage. At least I feel comfortable with the drawbacks of each, but I genuinely have not had trouble deciding like this in some while. Both have appeals.
are you starting a new character or re-speccing?
New character; the idea is that they'll benefit from the base and stored goods of my established character, while my max level character will be able to visit other servers to help folks, to farm and to RP. Eventually I'll do the same for other characters as I max them out.
trying to use greatsword from level 1 is going to be a reasonable challenge compared to mage. Mage has a ton of "support" in the game from level 1. The wand you CRAFT does ice damage so you are basicaly immortal against "trash mobs" as you can just back up and keep firing. While they're stuck in a perpetual slow from the wand.
Greatsword on the other hand isn't a 2h weapon as far as the game is concerned so none of your gear that benefits 2h will increase its damage. (theres one pair of greatsword gloves in the game)
You'll still be able to beat the game with greatswords with some effort. But magic is going to do great damage without any real extra effort.
Greatsword is going to ask you to spend quite a bit of skill points on dead skills in order to keep pumping up its damage π
And id still say go greatsword. They have great models for the most part and if you can get past the akward moveset, you're going to tear up bosses.
As a dagger user, that feels familiar. π
yeah well...... daggers have the exact same damage scaling as one handed and two handed strength weapons. Except, I believe, they get a "dagger damage" skill that gives 15% or something which is obnoxiously powerful
bows, wands, and staves (the ranged option) get the same 5% bonus per stat point but also get free bonus damage on top of it.
you might actually get upset if you pick mage.
cause its gonna be easy if your last run was daggers without a ton of bow usage
bow and magic right now are pretty nuts
My slight worry is if I do tank, then have to transition to mage, I'll have gotten sloppy about my damage evasion behavior. XD
possibly. Go do mage.
you wont be upset with how quickly you can breeze through a lot of the game.
I'm told theres some mid game slump or somethign. But I tried mage for the first time in the past few days. I beat the scav matron at level 3 with the cloth gear you craft before you get any npcs, the white wand you craft and a staff I looted and upgraded to 6 at the blacksmith
If this is post nerf, i can't imagine how good they were befor I started playing
you get to bypass entire mechanics in the game that are only there to make "hard enemies" more "interesting" for melee players
if you end up going great sword just ping me if you have questions about if something works or why its weird. i've spent more time than most trying to understand the strength weapons, how damage is calculated, and what makes a weapon good or bad for killing bosses.
2h swords are the worst. The animation is so slow, you just get eaten on the wind-up
The difficulty is the appeal for me. 
You must be very good at dodging, since I assume the Matron would insta-kill you at that level should the poison volley connect, right?
And as blumeneck proves, 2h swords are not that slow
you get to just walk around at a pretty far range. she tries to spit on you but if you dont stand in it it doesn't hurt very much. Whenever I got behind her I switched to staff and did my strongest spell I looted for backstab damage
Health also isn't level based unless youre spending skills on con. I spent all my skills on damage and put whatever 2 rings i had that gave flat hp. It's something I doubt would be possible on a sword and board build, at least with a white sword like my wand was. Both wand and staff have built in damage multipliers so they do 10%-20% more damage than whats shown on the item
π€·ββοΈ I definitely wasn't trying to be elitist or a braggart. But trying to highlight how good mage is early game, the place where many players say they're at their weakest
2h swords might have the highest dps of any melee weapon. π€«
Hmm. I need to test this now. I was under the impression that being hit by the poison, even for an instant, inflicts the full poison timer which will nearly kill a non-tanky character, but I might be misremembering since I haven't fought one recently.
Some people dismiss the poison resist buff in the green tree but face tanking those nasty matrons makes me feel more radical than a kid in rollerblades and visor shades with a spikey mullet.
I do think mage overall relies heavily on consecutive dodging or consecutive parrying, and since I'm not great at those things, for me a large part of the "difficulty" of any build comes down to "how many attacks must I somehow survive before killing the enemies" minus "how many attacks can I absorb (with HP)".
I thought hte same thing when I wasn't instantly murdered by stepping one toe in it. I think theres 2 types of poison, a far and a close one. The close one is lethal. As I got greedy and downed her I got hit with a close pool and died almost instantly.
That might explain it...
I think one thing that mage first or only players often dont understand is nothing about their kit uses stamina. so they always have a dodge up.
AIming a bow stops stam regen and every single strength skill uses a large amount of stamina. not to mention being melee asks for dodges more often. So while yes, mages may taake a ton of damage, they almost always have a defensive tool up and ready to use. Rarely or never are they stuck unable to defend themselves on the first misstep. Its really counter to what you'd think. So often playing a melee character you have no choice but to walk (not run or hop) out of a mob of enemies while being hit cause you got too low on stamina
and yes, i think charging a staff stops stam regen, but wand swinging doesnt if you're worried about your stamina and the staff never asks you to line up a headshot
Indeed, I have been starting to realize this. And I think mage is decent against a single enemy as I practice more. The place where I struggle is when dealing with multiple enemies at once, since that situation eats stamina at a much greater rate.
and you're probably right that hordes are tough. I found fireball to be super effective but I kinda had to walk in an arc to group enemies up sometimes
and melee (non greatsword) just gets to hop in there swinging, healing up and killing large groups of trash mobs
I think its positionally better in a meta to be the guy whos much better at killing the harder monsters that drop legendary gear than the easy monsters that drop crafting mats
I mean yes, the first Fireball or Chain Lightning is awesome. But unless you're strong enough to kill in one strike (which you probably won't be unless you're overleveled) the horde is still an issue.
so when I say mages are in a really good spot, I'm more meaning that. Any problem they have with large groups is supplemented by the fact they'll have a whole arsenal of every end game weapon sooner than someone trying to play sword and shield will
Yeah, that is a fair point.
the shield part of sword and shield is so bad, I'm using one of the 'wards' from the alchimest
SAD
why the hell dont shields have passive benefits? The ward gives damage resist AND mana regen????? Staves have passive mana regen on some of their perks?!??!
put passive stam regen on a shield. cowards
Mild agree, shields are overlooked and wards are in some cases better even as a melee player.
Ive been fighting level 45s all day using a ward instead of a shield with my sword. it's just better... kinda insane
In fairness, the wards and shields have fairly similar stats right now right? The damage resist seems to come at the cost of slightly lower base stats, so presumably this means that something is fundamentally wrong with the balance of blocking, parrying, and stamina management?
Shields are def better if you are the playstyle that holds up your shield blocking very often and at duration. But if you're a parry geek then it's hard to argue for them. Also where are the magic resist shields?
I mean, I use the wards for the mana regen and light source, but mana regen is presumably less valuable for melee...
I do dislike that wards with specific resistances are level locked; I should be able to get a high fire resist ward for endgame if I want it. Just a wish, but still.
you nailed it. Blocking is bad, in every case i've tested its better to just eat the hit than block. Parrying is fine I guess but you dont need a high parry shield to execute the maneuver
It's just that parry, being "the correct way to defend yourself" by design is SO much superior than blocking that it's the problem. And nothing is improving it.
I get to updraft more when getting to my destination!!!!
I agree, and I also think it would be fine for some weird shields (not wards) to have cool resistances or other buffs.
A ward and a shield with poison resist would be neat, but so would more mobs using poison. :>
also
Given that hemotoxin is now a thing, I would be careful what you wish for...
wards are kinda "only good for parrying as a penalty"
well, duh, with blocking being this bad anyways - who cares?
another nail in the coffin for shields is the end game shields have (dealers choice) 268 or 321 parry power
Greatsword gloves give you 36 parry power, the greatsword in my inventory has 273 built in. So 309?? that's 12 parry power less than the one hand shield and i'm going to be doing 2x, maybe more, to bosses.
shields are absolute garbo right now. and there are maybe 3 reasonable one hand weapons for damage across all 3 weapons types.
I dont know how I got on my soap box but i'll try and sit down
I would love to see wards have more of a magic + utility identity than they already do. Also, if anything, parrying should be balanced to be superior for (non-tank) melee and daggers, but not for everyone. Because those are the weapons that can take advantage of the parry-stun with Merciless attacks. So the other archetypes (like, say, magic) should be balanced more toward block rather than parry. Especially since mages and archers have some other stun options.
it would be nice to have ward have a "+block" portion in cost of mana
headshots do 2x damage instead of hte listed 1.5x
the perk skill shot just gives you a 50% damage bonus to all shots, and has nothing to do with head shots right now.
I have thought to myself many times "Why does my magical force field consume ordinary stamina rather than mana?"
As a daggers-enjoyer, I've phased out Merciless Attack completely and I'm still very potent. Just backstabs...I even dropped the optional Sneak Attack buffs.
merciless is in a weird spot to. right now its kinda weird cause you can take damage during it so its use cases are slim. if you couldn't take damage during it'd be busted...
Because those are the weapons that can take advantage of the parry-stun with Merciless attacks.
Well, here's the silly part - Merciless is so shit, that with daggers, after stun - you and just do back attacks with special (delayed) attack at the end for more damage
just swing. you'll just kill faster and not have to worry about waiting around to parry
Rollstab is my name, critting is my game, let's gooooo!
+30% backstab damage perk and go to TOWN
I think if the animations were significantly faster this problem would be much less. That to me is one of the biggest issues with it.
(I still favor poison everywhere I can, too, even if it's wimpy)
poison is doing OK damage, not like the bleeding gemstone
that reminds me, I need to figure out where in the damage calculation backstab is....... it doesn't come up much but if it's added at the end with weakness that it might be worth playing to stun and backstab elites
I just tested a bunch of gems today. I cannot believe how bad bleeding is
Mobs go down 2-3x faster for me in my current config and level, vs face-on attacking.
it was stunning how bad it was
the +piercing damage gem is kinda Okay'ish compared to that
as it's per swing
like
the only usecase for bleeding gem is... earlygame misarable +dmg to let your plundge attack finish the bugs or something?
One thing I actually fully dislike in this game is the grind to get a low gem high leveled - Gem of Toxicity in my case. Thousands and thousands of Archaic Essence is more than most players are going to ever bother with. I'm still doing it just to see how it all pans out, but man...it's the least fun thing in the game for me hehe.
I doubt it's even better than the bleed one, but I didn't pay attention / use it at all
i've found 3 "good" gems so far
The wiki actually gives details for all fully scaled gems and has a level slider.
The one that soaks the enemy?
Hopeful embers are underrated btw
or whatever the name is
only if you are yourself soaked or wet π
agility significantly reduces the demand for stam regen gear on melee characters. Dodge + attack gives 75 stam back. Dodging takes 20 stam. No cooldown that I found
Soul reaping drops a vial when they die. The vial can be atatcked (which triggers life steal and on death perks when you kill it). My game was healing me 2550 when i broke the vial it was insane.
And I think gem of focused light is legit good for trying to pick off a badguy as the fight starts or to get a tick of bonus damage when you're lining up a headshot. I had like 8 or 10 dex and it was almost doubling the damage of my bow
that one is probably good. but I was looking for basically "always good" gems to level up first. I haven't played with soak
Light's range is such a joke, thoughhhhhh 
yeah well gems in general are poor so when ones decent... its usable by default. try the "aim or blocking gives cold damge one"
its insane how useless it is.
It will only charge up the damage if you're not blocking attacks.
yeah, that one is a pure clown gem
Staying still and vulnerable for as long as 3 stacks takes on that light gem is just unmanageable for my daggergal. If the range was better it'd be great, but as it is the air+ranged mobs attack so often that I just get whammied while waiting for stacks. It's only been useful as a sniping gem in my playstyle, and I don't have the bow buffs to make it really shine (hur hur).
Sicklescythes made that gem to ruin our lives lol.
btw
best gems :
Lycathropy (melee build, situational and hard to trigger but OP) alternative is battlemania OP as well but you need elixir
corruption > storm eye (great for AoE or bonus damage that aren't too conditional)
Bloodlust / soul reaping (survivability)
Agility (great to save some stamina I guess)
Overpowering (niche but good to have vs enemies who constantly block)
Puncturing (if you play daggers it's very good)
Necromancy (Op if still not fixed cause it create an army of summons)
what's your take on Kick?
I saw ppl talking about it being "almost mandatory", but I find it a crutch.
There are situations it's good, but most of the time, delayed attack deals enough stagger to interrupt enemy action by itself - so it's good enough
just from my experience
Kick I use mostly for comedy, but since it interrupts spell casting it has its shining moments. And let's be real, little feels better than kicking someone off a ledge and into lava. πΌ
necro got fixed
The range needs to be a lot longer. In general, I feel like if the attack can connect, the gem should as well. Note that this still puts a somewhat strict limit on the max range, because truly long range shots with bows or staves require you to aim entirely above the enemy; thus you are not "targeting" them according to the game's UI.
kick is honestly nice considering it works well even in non dexterity builds, now it's still rather situational
I jsut hope they fix the hitbox issues
something you kick enemies but it decide that it doesn't hit for no reason
interesting I don't remember them mentionning it
Although it might be worth testing something else with Gem of Focused Light : Does a 1s draw speed bow (the slow kind) get one stack always when using auto lock-on? Presumably it should... (unless that doesn't count as "aiming" which would be sad).
I'll roll a mage at one point; then I get to compare Kick vs Begone and dodge roll vs Blink.
I don't think it count as aiming
it happens a lot more often on dagger parry follow ups, in my experience, which uses the same model probably
its insane that magic and ranged/dagger's 3rd damage food is on meat which lasts 40 minutes or more and melee's 3rd damage food is popcorn. which lasts 4 minutes. π’
I presume that's for boss fights and/or people who get the fourth food slot.
well yeah, but consider that not only is popcorn only 4% vs the other characters getting a 6% one. THe other characters get it on MEAT so they get meat, water, and shroom/veggie and all 3 give damage bonuses
I mean I always had 3 long term foods going from my mid 20s so maybe you're missing a food type?
where melee basically has to take the 4th food perk (a green perk mind you) in order to be able to eat meat and keep damage
And more generally, I've never wanted for damage except Fell Dragon Youngling.
well some of the fell shieldmen in the last areas have 10k hp
they're not the easiest to take down for me
Imo kick is a purely inferior version of Begone
I have it purely for style. It does damage, sure, and I guess if your dex is decently high it probably helps with the stun bar, but it barely pushes enemies and the "stun" is... Quite pathetic
Kick in my head is filed under, "Stop that!" like if your cat is trying to eat your food. XD
skills with magic weapon only affects wands and staves? Or weapons with elemental damage to?
magic weapon = wands/staves and the talents counterstrike and blink explosion
@solid mango Taking the convo here, so I can post pictures of my Skill tree. I went heavily into Battlemage, which has a lot of wand-related skills in it. I'm only recently diving into Warrior, but I'm enjoying the effect it's having on my 1H melee weapons! Highly recommend Blink, Evasion Attack, Double Jump, and Updraft, as early as possible. Water Aura is really7 good, as well, even if you're playing Solo; it gives you a passive regen on top of your normal Health Regeneration from foods or armor.
as a 1H melee spellblade, I'd also rewcommend working your way over to Fire Aura. Passive fire damage to Fell enemies within hittin' range is a huge boon
The Critterbomber build
https://enshrouded-skill-tree.com/?shortCode=695f3acc9886b46554b99829
("Explosive Crawler" gets increased damage from: dex, ranged, fire, shroud. This is the best explosive crawler build on the planet and beyond.)
On gems recs above - on a Melee Build or possibly even Mage, Retaliation. I've had multiple instances of several lower-HP mobs of the area converge on me just to die on my shield lol.
And Gem of Fracturing is nice too, triggers a lot - but kind of combines best with the various blunt arrows which don't seem all that good, slightly better on undead is all.
Fracturing strikes me as the "this goes on my Hollow Halls gear set" gem.
There are some quite powerful blunt 2H weapons though, right? Fracturing might be decent on them... but personally I don't feel like it triggers nearly enough (only on kill, and not even every kill).
A full consumable build?! That sounds awesome, but so expensive...
Same problem as most gems, damage is negligible... 2k hits = 50 damage shards on lucky kill
explosive crawler is not expensive, but its kinda annoying to carry around 1000s of them π and it not the best damage there is. just a fun build π
Some trigger far more consistently than others though. The damage on most of them needs a boost, but reliability is important as well. Puncturing can be made to happen basically always, for example.
2H Greatsword has highest poise damage that can make enemies stagger the most right?
Anyone know how poise work in this game?
I did launch a whole stack of Skull Summoning Vessels at a Hollow Cyclops in frustration once, and it was glorious. It was like those videos of ants taking down insects 100x their size.
i kinda use them in the build in combo with begone talent. they do the damage while i do the stunning π
Agree, the "random" ones need to do a lot of damage in return. Would be fun to see a chain reaction go off once in a while! DoT damage could stack etc
(and they 100% has to be based on weapon / attack damage instead of a fixed number, otherwise fast attacks will be the only viable option)
Hey, did you find this weapon in the game?
its made with cheat engine
Okay, thanks anyway!
Trying to build a wand guy. My friend are dagger/bow and bow/? . How should i spec myself? Big armor and water aura?
Wand is likely best for dodge builds, not armor builds?
So Mage stuff + some Dexterity stuff?
I've been doing battlemage spreading into trickster, wand and board with melee for backup
check out this wand build i made. #combat-and-skills message
Wand is much easier once you get double damage procs, health when killing with magic etc
Sorry if this has been asked-- does anyone know how staff damage works? So for example, I have Staff of Guidance equipped which does Fire Damage. If I cast Frost Bolt or Chain Lightning with that staff, is it also adding fire damage to the attack?
My understanding is that it will. To check, you can look at the "Ammo Comparison" tab when selecting the staff in your inventory and having the spells you want to use also in your inventory. Or at least, this is how you can check for bow and arrows so hopefully it works the same for the staff...
Awesome- thanks!
Most of the wording on spells or ammo is "+X % (of base weapon damage)"
So a fire staff casting lightning spell should actually deal more fire damage than lightning, unless the lightning damage is +100% or higher.
Others add a flat amount (mostly, the various bleed or burn procs.)
Not necessarily, because the base damage of the staff should inherit the damage type of the spell you use. I think.
I think this may be the reason why bows and staves have their base stat called "Power" rather than "Damage", which always puzzled me.
I have only used a staff for like 5 minutes, so I could be wrong. Basing it on how arrows work and my recollection of using my eternal ice spell with a fire staff
ranged weapons have "Inherent" damage, aka it copies the ammo.
Bone arrows = blunt, eternal ice = ice, most arrows = pierce
Spells are self explainatory on what element they are.
How good are the aura skills? How high can we get int?
I think if you get all the skill points and are really dedicated you could have 20+ Int, but that would be at endgame. But Water Aura, at least, is still very helpful even at lower Int values.
Ty Iβll give water a go with the combination of some healing ring and see how I go Ty
With arrows, is there a way to arrange them in the order you want them to show when you draw the bow?
And at first, water aura is less about being able to regen in the middle of combat and more about drastically reducing the downtime and resource cost of healing. But when you grab the improved perk and boost Int more and more (and grab synergistic healing stuff) it starts to be even more useful.
did you get your questions answered on damage? It looks like kraven helped ya, I just wanted to check
Yep! should be good now- thanks for checking!
It is either in order L>R, top down...
Or in order of when they entered inventory, which should match the above unless moving stuff around a lot.
Daggers appear to be melee and "dagger"
so you can eat rice (21% melee damage), a veggie (21%dagger damage), and a 3rd dagger damage option to really crank up your damage. Having one foot in each camp allows them to possibly double their damage by picking and choosing buffs, gloves, and helm. i'm pretty surprised.
But they are not "Melee Weapon"s for the purposes of Strength and possibly some other things.
Strength is the only thing i've found
If you put on melee damage gloves, it works
The only two other things worth verifying are the crit chance and flat damage from red tree. Although the flat damage is unnecessary because you're already going to go over there for 30% more pierce.If you're using daggers anyway
So it just becomes a question of whether or not you grab the critical chamce
Might be daggers need the double dip to compete?
Did some testing last night with rice, actually.
It appears that only the weapon's intrinsic damage gets the buff from "melee" component of rice, where the dagger damage boosting food seems to raise it by my dagger damage after the Dex bonus is applied. Got like 25 extra damage on a swing with rice, but nearly 100 after also adding the dagger damage boost food. Not as scientific as yours but worth noting, was using multiple dummies and cleared/re-added the buffs a few times in different orders to check.
Interestingly +melee dmg boost didn't boost my crit at all, but +dagger dmg boosted it reasonably.
You are correct!
Melee damage is added earlier in thr equation than weapon specific boosts!!! Good eye
Melee damage is added after crit. Its a number sitting on the side, you crit or don't, then its applied unchanged
Great eye
Weapon specific boosts are added at the same time as weakness. So they both multiply EVERYthing. 15% dagger on food AND a perk is massive compared to what one hand has access to
Y'all can call us the Professor Brothers.
"The DEEEEEEAN hates me!!!"
Is there a reason why the Fell Impaler Bow has sneaky as a 3rd perk? From my understanding you can't sneak attack with bows, and if it's not actively in your hands, you don't get the bonus from it.
OK, we're actually friends now. π€
You can backstab with bows.
Does it increase backstab damage too? I thought sneak attack was it's own skill similar to merciless strike. And there is a seperate perk that increases backstab damage, so why not use that perk?
No idea. I thought Backstab was Sneak Attack. Procs on melee or bows, heck probably spells too?
And so far as I know, backstab is a flat % bonus to the base damage of the attack, does not seem to raise damage of any gem procs or the like.
Sneak attack is one of the core skills you can unlock. You have to sneak behind an enemy with a melee weapon, and press E to deal 900% damage. Backstab is just a bonus % for attacking from behind. So backstab perk makes sense for a bow but sneak attack doesn't make sense. afaik
Sneak attack doesn't work with bows
Backstab works with everything when youre behind your target
Also, i personallu dont like daggers at all and wish they would get a rework as a standalone weapon. Id love to see animation overhaul more than anything.
The current animation "teleports" you frame by frame toward your target but the actual attack frame window that locks you into the given attack is very long, which opens you up to taking hits from other targets.
The lack of any splash attack makes it tremendously lack luster. Id love to see the attacks reworked to something similar to thief from guild wars 2, where attacks can be weaved with different types and chain into either AOE or higher dmg single target hits.
Which brings us back to my original question of why the Fell Impaler Bow has it as a perk? Should I report it as a bug?
Can you show a screenshot
I dont remember the exact wording
Im fairly certain it just increases dmg behind the target
Timestamped link, about 1 month old https://youtu.be/w9huo4aXLSE?t=754
I have on in inventory, too.
I genuinely think it must be a relic from earlier iterations of the game or something. So @torn pollen yeah, bug report it!
Does anyone have a fully updated list of all the weapons for Wake of Water, specifically the melee weapons?
Check the vid I just linked above, that's the most complete I've seen not counting the wiki.
okieee
Yeah looks like a bug
I wonder if they copy pasted the skills from a melee weapon and forgot to update that part
Bug report submitted. Thanks for confirming my suspicions!
Thanks for helping make the game better!
All? No.
There are good lists around for weapons that can hit level 50.
You can also just stop by a depot server and walk around the melee aisles to get an idea of what's around
They should add summon spells to the game. or do necromancy. Like you can reserve X mana to reanimate an enemy or summon a dude
they... kind of have some of that actually
you know the gem of necromancy is there right?
yeah i do, that's like fairly limited but still pretty neat
not quite "reanimated" but, there's the "skull summoning vessels" and "gem of lesser necromancy"
yeah i do know there are some skill points and the gems, but it feels like an afterthought than an actual school of magic in the game
wanna summon undead dragons eh? i feel ya
to be fair, I am unsure what it would look like to summon an undead, right now we just pokeball and bam, mc-bones
yeah i think arguably the easier way to implement it is with necromancy. Like enemy animations/ai already exist so it would be easier to make them friendly than to design new summons/skills/animations for new abilities
most likely, if they added "necromancy" it would be to the point you'd cast it, and nearby humanoid corpses lost their loot but spawned skeletons in their place, and wolves turn into Hollow Hounds
Id like to see a necromancer, assassin, and beastmaster dedicated trees.
yeah i feel like its rare games let you go for the full solo leveling experience, but i've definitely seen it done. Give me an army of scav berserkers
Actual pet class style rather than whatever tf that dumb tree is attempting
I got a bone to pick with whoever does skilltree development at keen
Its literally my biggest and one of like..4 legitimate complaints I have. Otherwise I think enshrouded is quite literally one of the best games ever made.
But it really needs more dedicated builds to allow more nuanced play and rpg immersion.
The archery is amazing. Staff and wand are great. I personally hate 2her but dw Swords would be nice. Id love a good spear/yari style.
Needs an actual assassination tree with stealth and dagger combat..
And the food buffs and a lot of the stuff from the athletic tree they just gotta roll into default because it forces meta building and prevents people from trying different stuff out
yeah i mean, its sorta just boils down a few paths. 1h, 2h, magic, Ranged, maybe daggers (usually just lumped with range)
Exactly
and im pretty sure the 1h and 2h endgame builds are like 2 nodes different
Wand/staff support for funsies and aoe, 1her, bow
And most 2h builds are just double jump slam spamming
The beastmaster tree is literally worthless outside of attempting a dagger build
But if they made timeable beasts, like maybe 3. A dps and a tank and a hybrid style.. and then you could mix it with other stuff.. like a mage could go beastmaster and get a bear tank.
I think the main challange is how do you make summoning beasts / minions balanced. The only thing i can think of ATM is fairly high mana reservation. That way you actually have to build stats/gear to support their summoning rather than just auto include on every build
speaking of mana, i'm considering swapping over to battlemage to try out. Im actually far enough into the game it might be viable.
Mana reservation is a good idea, although going overboard with this risks the opposite problem : making summons an auto-include on every low mana use build, but difficult for high mana use builds (i.e. mage/caster). Because gear is not attribute-locked (which I think is a good thing btw) and the 1-point skill perks that give Spirit attribute points are straightforward to get, a fairly high maximum Mana should be attainable whether you intend to cast spells or not.
It would also give a neat use to healing specializations in solo play, or make them more worthwhile even in co-op by increasing the number of friendly entities on the field.
my army of skull
I think it would be offset by the fact that on low mana builds you'd only get like 1 summon, or like 2 weak ones. Like yeah it might be an auto include but it's not like insanely good without scaling. Edit : like if you take all the spirit nodes and mana gear to support it, even if you are melee you arent really melee. You're a summoner that went melee over magic
That's pretty sick
I think it's kinda bad when you have to wait till later into the game in order to try a build like battlemage. I think that's a telling sign that they need to look at balancing that so it's playable from the start.
Why do you have to wait? I've played a battle mage since day 1 at level 1. You just need to learn timing. It's absolutely viable to play. A little frustrating when you mess up your dodge timings but still playable.
Hello everyone , i have a question about wand , more about the Γ©lΓ©ment they got , i have one with contandante damage , with the wand is it magical or physical damage ?
not sure what contandante means, can you share a screenshot?
i dont know the englsih word for that , its like stunning
Hardly ever use double jump slam with GS but it is a lazy way to play
well, there is only 1 wand with blunt damage, all the rest of the wands deal magic damage
okay , so i should use other that this one okay
Considering jump slam doesnt do more damage than just standing and attacking, you may be surprised that double jump attack doesnt do a whole lot extra for greatsword
Summon fix: The health bar of your summons is tied to your mana. High mana, they have higher health max and regen. Low mana reduces both max and regen.
No i get it does and do use it when a get alot of mods are on me
Put in some perks to improve this for summon focused buolds.
I just can't see agreeing with thats all the 2h weaps are good for
No, im not being sarcastic. Jump slam does 50% more damage. Greatsword basic attack gets a 50% damage modifier. Its actually zero extra damage. The double jump then is a very small increase for greatsword. You aren't missing a whole lot by not using it
GS melts enemies. And jump slam is a tremendous dps loss for thr weapon
I know its not a fan favorite but I really like the GS and have had 0 issues using it from lvl27 to 45
I think its under the radar and its the best melee option.
The upswing is the damage damage as the 2nd downswing if you just attack super fast! You can go down, down, up for a reeeaaalllly high damage attack window
Locks anything but main bosses really
Its like 5.5 hammer attacks. Maybe more
I never go for a 3 . Might have to adjust for a down down up
Obviously the cc on down/up repeat is crazy
But against bosses, they whiff, you pop around back for the backstabbing damage boost
You can get some lucky crits and do 8 or 10k in 3 hits
Target lock and blink to behind
I tried blinking theough the monstrosity today, it didnt work. Maybe I did it wrong or hes too fat
What GS are you rolling with?
I dont have very many max level ones yet but I got a greatsword or rivalry. 4/5 perks are usable. Merciless is a waste unfortunately.
What about you?
Same and love it
Found a 45 the other day finally
Gold laced is good too with alot of Cut damage
Id have to look at my sheet, im sure a better option exists but its really really close to optimal. Ive seems like a very good damage type for the level 45 monsters
Not with higher base damage
Yes, save skill points since you dont gotta get 30% ice damage in the blue tree
I wish it had more cut damage on it but then I think it would be op
I think the jury is still out on base damage vs having 5 usable perks in total
But id never tell someone rivalry isnt good enough to use
I do use merciless attack a lot
I don't. Maybe I should try em. On the other hand they do what? 500% damage?
Does the extra 30% or whatever the perk is actually matter?
650% damage.
Great sword attacking twice from the front and stopping is 350%?
Maybe its better than I thought. Ill have to check the animation
cuse I cant aim with other weaponj?
You can use it by blocking with other weapons. Its bad to do. Its at least usable on bow
Focus should aggro to the closest enemy you are facing
I think
I know people that use daggers like it
is it usable with wand?
Im trying to figure a scenario where I jabe a wand out and id rather block to charge that up instead of just constantly attacking
620
55% backstabbing is nice
Im so uninclined to prioritize merciless in the current "end game". Theres literally one monster id want it for
And they have 10k hp so I have to wonder if it would even one shot them
I didnt try to just was going for all damage I could
Well, it might have to one shot them. I need to see how the damage os calculated. But it might do like 30k if youre kitted out
Idk i can't see 30k damage happening
Rice, coffee, 15% fell damage food. Fell damage rings.
Gs gloves and perk
Think I get 5.5k mostly at best
I mean, youre right
I need to food up and see what it does
my calc says thats about right
so i'll try it in game and verify at some point
merciless can't crit right?
oh!!! well if it can crit, i bet you can break 10k
so 46% melee damage is insane too
Then the other because I run with 2 of the same sword
And for my oh shit I need some life
At lvl 45 its dropping 2200 hp heals
Yeah, soul reaping makes you invincible
Not to mention killing the vial triggers bloodlust perk
Oh, uhh. The perk that gives you 20% bonus damage for a bit when you kill something. I guess i thought it was called bloodlust. Ive been wrong a lot
Genuinely feels like everything else is inferior. Great that 1h stuff has "aoe" but it doesn't have any hitstun and it does a fraction of the damage
Im almost done leveling and farming so I have food and gear to test how long it takes to kill some of the bosses for each melee style
Get some data to support my claims
Shield with high parry
I ran sword and board til this last update
Served me well
Bronze sword
I think
Solo all the halls
Same. I saw greatsword complaints before I found one in game, thought "it can't be that bad," found one, used it, and basically haven't looked back
Same
It just plays and the timing is different
More to it then hack and slash
But everyone likes different play styles
So you will get mixed opinions
I mean, sure. But people could use better words
They say greatsword is bad instead of "I dont like how it plays"
To them that is bad
When its probable that its at least effective at bosses as axe and possibly flat out better
You cant act objective and say its bad. You can not like it but its not bad
Thats like me saying bows are bad
Agreed totally
Just cause theyre dumb to me π
Anyway. Im hype to get my kill times down iver this weekend
My bow is a slayer hitting at a 120 damage per shot
And find out how far apart some reasonably optimized builds do against each other against the level 45 bosses
I use it to pull adds thats it
Greatsword needs to be less freaking slow. Blumineck proves the typical depiction to be completely incorrect.
If you get a juggle going, it's fine. But for mass combat you just get eaten on the wind up.
Really, really good for stuff like the wyvern or matron, though.
It's for sure not required, but it gets a lot more comfortable later. Melee is pretty king in the early game
GS is pretty rough in crowds too. Honestly i think all the issues would be solved if they did directional inputs for attacks instead of it being timing based. Like for example W+LMB is the overhead slash, S+LMB is the upper cut. That way you could use the combo at normal swing speed without the delay
Strafe+lmb an aoe slash
I would have said that too, but i do still support each weapon being different and that would basically give every 2h the same moveset
Bow is perfect the way it is.
Daggers suck.
Should be jab -> jab -> pause strike = heavy hitter
Jab -> jab -> lmb attack = AOE Spin slash
Like a gw2 thief dagger combo
GW2 my beloved
Each weapon can still be different but greatsword is lackluster and 2hers in general feel weak and clunky. Like.. its such an anti trope thing to not have a power slash move with a massive freaking sword.
Daggers could be interesting if they just slapped a straight 1.5x backstab mutli on them in addition to the tree
It would make it a sick multiplayer weapon
And a way to stun.. does kick stun? Haven't used it yet.
If you could stun for like 2 or 3 seconds then it would make backstabbing really lucrative
Very brief, works better for interrupt, knock off ledge or burning foe's stamina.
Daggers are freaking awesome, IDK what y'all are on about.
Passive 1.5x backstabbing multiplier plus a spiral spin attack and a 1.5 to 3 second stun would be so amazing
i mean the overwhelm mechanic exists
I agree, i think daggers are fun. They are just numerically worse than 2h
Daggers are lackluster af compared to every other weapon type and grt easily overwhelmed with multiple monsters
They have no AoE and I'm vehemently against the idea of daggers requiring bow to be viable
Like why go dagger when you can just keep using bow
I did see a pretty legit dagger build on the reddit at oen point
but it was a hybrid build with archery
Theres no reason to even switch weapons to daggers if you have a bow
Bow out performs daggers by such a margin that switching weapons isnt even necessary or worth it.
You have very strong feelings and I feel differently, alas, such is life. I've loved daggers and I'm about to hit 45. I don't feel diminished using other weapons, I feel well-kitted like an actual adventurer.
It would purely be a stylistic playstyle choice
Im just disappointed, as someone who exclusively plays assassin/archer/spear characters for the last 26 years of my gaming life,that the daggers in this game aren't built around an actual assassin style of play but are a sub weapon for bows.
Especially when literally no other sub weapon exists.
Theres no magic or strength equivalent of daggers.
They should've just rebranded the assassin tree to be a dagger combat/stealth tree.
And redone beastmaster to be a pet class with permanent tames.
I mean it is pretty apparent that the devs lumped daggers and ranged together when things like dex and food affect both stats. They are sorta designed to go together which I'm undecided if that's necessary or not
I hate it. I mean im okay with daggers being dex based but I hate that there are skills that require bow to maximize dagger output
And dagger fundamentally lacks the dmg to compete with like, 1h sword
I think dagger is actually higher dps than 1h sword when built properly
Maybe on single target, but that narrows dagger viability down to literally solo boss encounters.
90% of enshrouded is larger or medium scale fights. Without AOE in any way you are severely disadvantaged
https://www.youtube.com/watch?v=6rkhQ53GVlc found it. This build pumps
It takes me maybe 2-3 seconds to down a level 45 mob; I just peel one away from the group a few yards, burn 'em down, rinse and repeat.
I will say jump smash is quite useful if you find yourself in an "oh shit!" moment, but I wouldn't call it critical.
Yeah but bow can do it even faster. Thats my point. Its not that the idea of daggers is bad.. its that they are behind every other weapon playstyle in the game.
They are lackluster by comparison.
π
That being said, dagger does get the huge benefit of being in the stamina based class as you can SPAM the slam
I never bother using daggers because I can pincushion people with stupid amounts of bow dmg that probably needs a nerf
I'm gonna make us shirts that read "SPAM THE SLAM."
does any1 have a fools demise greatsword with a gemslot?
I mean, it would be cool to see an assassin trait that causes blink to teleport you behind your target if youre looking at someone
Also a welcome change for daggers (and other weapons honestly) would be if statuses like poison can stack. Like if you swing 5 times you should be able to stack 5 poisons
Daggers passively causing a stacking bleed would be cool
Like inherent with the weapon
Like, 10% of weapon dmg per .5 seconds for 10 seconds, stacking duration up to a max of 30 seconds and bleed up to a maximum of like, 30% weapon dmg.
Would be really fun for hit and run tactics
Beastmaster should allow 3 branches similar to the wizard tree for stamina, strength or intelligence/spirit based pets.
Allow those pets to scale their hp/dmg off of how much stamina/etc you have.
Would give really cool playstyles
Like a healer could have a wolf stamina pet. Or a bear to tank for him
"Dodge! Parry! Spin! Thrust!" (Stabs self in face)
cant wait for the HH, so i did it myself xD
theres no strength ranged weapon at all though
Anything is a strength-based ranged weapon if you're angry enough.
I can't speak to daggers viability. I know a lot of people say its very very bad. I worry they dont understand fully just how crazy bows are though.
Numbers wise, daggers are just better than 1h weapons.
I'm a pair of gloves... I think thats it, away from being able to test an end game dagger build against bosses and start some comparisons. I highly doubt they come close to out damaging bows or magic (those tbh seem really overtuned compared to any melee option) but it wont surprise me if daggers are the 2nd best (melee) weapon at taking down bosses quickly
S P E A R S
pls,k,thx π
Throwable spears yes, Strength based
But also, polearm/halberd/naginata Dex based plz
Well, spear for melee, javelins for range.
BABY WANTS HER HORSE CHOPPER
But we don't even have horses... or whatever big-eared anime fae analog they come up with π
Boi she'll chop anything that needs choppin', you can count on Keli.
Str based javelin sounds cool.
Spear/yari styled Dex combat is my wet dream.
Give me Nobushi from for honor
cheat engine
Rad, I'm gonna see if I can use it to give myself a level 50 Silvernight Greatsword. I haven't used it before, wish me luck
its not too complex, just follow a guide. if it doesnt work i can make u one
Good to know you can do this
Ugh.
I haven't been able to find any guides that seem updated. I'm not even sure what all I need to download. I don't want to bother you to make a walkthrough but do you have any good ones?
I mean the real one won't reach above Level 30 (yet?)...
I feel like they could update the lore so that people in the Revelwood bred a domestic fae deer variant large enough to ride. Or, (and I know it sounds crazy) but ... giant dune armadillos. The existing versions are strong, tough as nails, and well adapted for the drier parts of the game world. You'd just need to make them somewhat larger and they could be like warhorse equivalents.
we didn't have dogs, cats, yaks, ect... but... here they are
Would need to be more "armadillo like" than simply "big armadillo" - but sure.
"bred a domestic fae deer" we can... already tame them though
But yeah, we do have a mix of some normal Earf stuff (rats, cats, dogs, goats, bats..) and not-Earf stuff π
Yeah but the idea is that that is the small kind in this idea. The existing ones look like they would struggle to carry a person, to say the least.
I actually think the current fae deer is big enough to hold us, let me check
I just want a "mount slot", that I can equip various things to. like a Yak, Fae Deer, Horses, little garden snake, maybe even a goat
I could definitely see fae deer/elk-things in the forest regions, earthlike horses in the Nomad Highlands, and giant dune armadillos in the Kindlewastes. The mount for Blackmire and Veilwater could perhaps be the giant lizards.
(Albaneve is just out of luck I guess, because trying to ride those goats feels like it would be jumping the shark just a bit...)
they're... a little small, but still believable enough to me.
I also love the idea of a shroud horse... a horse with blue skin, and a glowing blue mane, with shroud fog at its feet, that the fell soldiers can ride
...wouldn't a Polearm/Halberd just be a 2H weapon? like, would they need to make different animations for it or would it be roughly the same as swinging an axe?
How do you prevent it from wanting to kill you
Also, whos to say horses even exist in Embervale
for the sake of fun, the shroud horse can be tamed, but only by using "Fell confusion pheromones" on it first, then taming it
Can't really tame a hivemind
true, but my point was more so... I want to fight on horse back
let me fight a fell soldier, joust time!
the Devs get to pick if horses exist or not. but I do question "What pulled all the carts?" cause there's clearly various wagons broken down around embervale
I wouldn't hold your breath on ever having mounts or tamed fell creatures.
Keen doesn't seem interested in adding mounts for numerous reasons and the Fell are a hivemind wouldn't make a much sense to tame one creature.
It should be significantly longer than the other 2H weapons, so it would probably benefit from distinct animations. Also, it might either be unusable or absurd in tight spaces, depending on how little or much clipping the devs would allow. To little makes it impossible to swing wide and would require situational animations (and also, how would you make a 90-degree turn while next to a wall?), while two much would let it outright attack through walls. I'm not sure there's a single fixed value that solves that problem.
(Hollow Echo gets around this by being a magical effect, and I haven't tested whether it can attack through walls, but that's less of an issue because magic.)
sadly true....
Look up how they played in Age of Conan to see how I want polearms to play. Sweeping momentum weapons with a dancer's style to them, not long clubs. Massive hit zones, slow moving but fast at the tip, crit-engines.
unlike many suggestions, this one isn't marked as "Planned" even though it's one of the most requested
this reminds me of wind waker and wind waker HD. in wind waker your sword could bounce off walls and you actually had to mind your spacing, you could pick up a very large polearm and swing it, and it bounced off anything it hit... in Wind Waker HD they just flat out removed the ability for weapons to bounce off walls, "Fun" outweighed "Realism/new systems"
same for Twilight Princess and Twilight Princess HD, they actively removed the "Weapon bounce" mechanic
I mean it could be a useful balancing feature if desired, similarly to how in reality spears were superior to swords (all else being equal) in the open but not necessarily in tight spaces. But it would go against the apparent desire a lot of players (and maybe the devs?) have to be able to specialize in one weapon type of your choice.
hard to say, and its really funny how spears are so darn effective in battle. cheap to make, long range, sharp, ect.
Swords are certainly cooler looking in my opinion but if I was given the choice between a spear and sword irl... I would pick sword still cause I'm stupid but know that the spear was probably the better option.
It was also one of the earliest suggestions lol.
But the devs have flat out said they have no plans, idk why people keep poking about this, especially because it doesnβt make sense to add. But Iβm not gonna argue about it
the mount request is simple: people like cats, people like dogs, and people like horses 
and horses and mounts are mostly a problem when it comes to figuring out how to make them work, do you summon them by placing them THEN get on? can you walk beside them or are they only like terraria mounts? hit button and instantly riding one.
but Balance was always the weirdest argument... some people say "mounts will break the game" and if we have flying mounts that's true, but there is no difference between riding a horse and walking. Starting the game brand new, I can get all the way to the Albanese summits tower in under 30 minutes. A horse will not make the game worse, it will just make ground travel slightly faster... and it could STILL be slower than the end-game gliderwith double jump, updraft, and mana rings :P
I like the game being less like other games and I also never played WoW for more than a week partly because of the absurd mounts making it too Disney fantasy for me to get into hehe.
mostly my desire from mounts is: I want to be able to travel faster on the ground, even if its slower than gliders. and I want to be able to place my horses in my base in stables or something. I don't need flying or gliding mounts, no ridable dragon or vulture... although dang riding a vulture would look cool, even if the "ridable vulture" was literally just... "Tame vulture, equip it as glider, now I have a really silly vulture glider skin"
but horses are very much not something that breaks the game "just cause I can travel across the ground a bit faster"
they could even be disabled in shroud, as a "you can't summon pets in the shroud" or once you enter the shroud it dis-mounts you until you leave saying "Your mount is vulnerable to the shroud and refused to go in with you"
If you can't even keep feature bloat out of your own post, imagine how game development would grind to a halt on what we love about this game as feature creep/bloat bogged down the devs making it more like other games. Reject mounts, return to sandals. XD
is "I want to ride a horse across the land to go slightly faster" a better request then?
I love how much you love this game, and I'm not throwing shade at you now or ever, I just am happy without mounts and happy with the ways this game stands out. Just my opinion at the end of the day. Peace and love! βοΈβ₯οΈ
I know, I am just after a silly mechanic, not a game breaker :P half my requests are things I'd be fine getting after 1.0 release
Hmm... what about mounts that are only slightly faster than fully buffed running, don't use stamina, but you have to dismount to fight, they can't double jump, and you can't take them into the shroud.
And maybe you can have another player sit behind you if it's one of those lizards or something
honestly I really don't even care if mounts aren't that fast, but I want them to have "auto run"
and I do mean "straight line go forward" not even "follow pathing blocks"
then let us hold shift to make the horse sprint, and give them a longer jump... maybe their single jump, go the same distance as a "sprint double jump" the player can do already
There could be a quest path where you can upgrade your mount with some small storage bags or other features
it really is just "why do you want a horse? walking works" "cause they look cool, why do you want a spear? swords work" situation... its just a prefered neat thing, not necessary but like...
Yeah the most important thing is that they look awesome AF
yep, I don't need fancy mechanics or anything, but auto run would be appreciative, and I expect my horse/fae deer to be able to jump, and I expect a horse's speed to be at LEAST normal character sprint speed. but thats still waaay slower than a glider
The 5th hollow halls quest could award a skeletal horse, a late game farmer quest could award a water buffalo - there could be a few themed options
a hollow hall skeleton/hollow horse sounds like such a great reward to find in a hollow hall dungeon
I still want a necromancer playstyle
Age of Conan (despite having a toxic player base and being managed by thieving bigots) really had necromancer, battle priest and necromancer perfected IMO. I still miss the variance in style and the raw power you could pull off with either the direct damage or the pet class variants of necros there, felt genuinely evil when playing one lol.
So, I've been trying to figure out if I've been doing things right. I've been trying the barbarian approach. Which has been either a mace or two-handed sword. Which my approach has been attack aggressively to keep stunning them, then roll back when I think they're about to strike. I've... got a bad record of either running out of stamina either rolling or blocking, then dive back in when they're done. Emphasis has been roll over block.
Is there either a better way to do barb, or is there another style that suits the sort of approach I'm doing better?
I'm working on my 2h character - Decent stamina regeneration has been good. Blink skill has helped a lot vs. rolling
I use the 2 hand sword to stun lock enemies. I don't do the full combo, just the first two attacks cause the third one is too slow to proc. Either roll or just pause after the second attack. For faster / swarming enemies I use the mace and just keep clicking
Counterpoint : a skeletal horse sounds like it would be agonizing to actually ride and I'm not sure I'm comfortable putting video game characters through that even though they are not real...
I mean, even with a saddle, those hollow skeletons can't possibly be comfortable and they even have those sharp crystals growing out of them.
Counter Counterpoint: the skeleton horse with green crystals will look good, green compliments red as I bleed all over my skeleton horse!
also a black saddle themed after the hollow hall furniture sounds awesome.
Stamina rings, points in whatever it's called, endurance? Drink water. Stay dry. Upgrade your weapon so it does more damage, thus you're swinging less. If you're early game, don't take on patrols or large mobs. If you took the jump attack skill, jumping is gonna use stamina. Try not to sprint too much in combat, you can often avoid attacks by walking backwards or to the sides. It's easier to walk evade when not locked on imo
holding block, staying airborn, or sprinting don't let your stamina recover. sometimes you'll want to stand still or strafe, but don't sprint and don't hold block (although its so tempting and hard to break the habit of holding block)
drawing a bow also prevents stamina regen, but holding block was the hardest habit to break.
At this point I don't care if they actually add mounts or not, but add some kind of wild horse or SOMETHING that gives me reason to believe we weren't using yaks or fae deer to haul these wagons around Embervale
They objectively make sense to be in the game. Do they make sense to be rideable as a gameplay mechanic? Possibly not.
I actually headcanoned it's all fae deer haha.
"If a fae deer can pull a wagon, a fae deer can pull a me!"

see? it agrees
and looks so happy to do so
Are there horses or mounts mentioned in any of the lore pages? (I don't actually know)
But if there are, then it makes sense for us. Outright. Imo.
uh... you'd assume the Caravan would mention one... let me check some of the "Nobles and History" section
Alternatively, maybe it was just Anton hauling wagons around Embervale before
I can confirm "Canary's" exist, 5th page of "Scattered Legacy"
Ah yes, the canary, that well known ... hauling animal?
I am just reading lore :P now we can confirm another irl animal exists in enshrouded
Okay, that makes much more sense then.
For a bit I was confused and was thinking "Is there some weird breed of horse named after the canary? Why would anyone do that?"
You do know this channel is for combat discussion, right
yeah sorry, it was about horse and mount combat for a bit though and I kept getting pinged in replies. at least my most recent one does show horse combat?
but uh, yeah. sorry
I hope they add a "lore discussion" channel. I feel like spoilers is more "gameplay spoilers" than "story spoilers" ||but at least now I can confirm horses existed in embervale cause of the tapestries, and were used in combat||
Would be cool if training dummies showed poison damage ticks, but they seem to ignore poison.
Something I got on (I'm presuming my boosted Gem of Toxicity) is ticking mobs for 74 dmg multiple times and I wanted something less chaotic than combat to verify that with.
Would be cool if the training dummies wouldn't break π€£
Yeah, I would appreciate this. Hate to place new ones all the time.
I second that! Mods, adding a channel shouldn't be hard, right? 
Well, mods have zero control over creating channels.
It was discussed a while ago, spoilers is just the place to discuss it, or enshrouded chat. Then again people have been in here talking about lore for some reason so it would seem like it really doesnβt matter.
Ah, I didn't know that, OK. I thought it would just be nice to have lore-related stuff in one place. If it's a problem to do it, not an issue.
Lore can relate to combat-and-skills, in the sense that those provide mechanical storytelling, so yeah it is a bit of a puzzle where to fit it sometimes. Also, I'm not a discord wizard so if there's some clever way to reply to a person's message in channel A but put the reply in channel B idk how to do it. I'll try to remember to shift lore discussions toward spoilers-ahead.
No. Just use spoilers like everyone else.
This channel is for combat related conversations lol not lore
I have now seen around five posts on reddit since the water update from new players asking if they're doing something wrong with early mage gameplay. Can't say I'm surprised since the biggest issues with early mage still haven't really been addressed:
- Early mana regen without a Mana Leech staff still sucks.
- Early game melee is just straight up better than early game wands.
- Also the wand combat style in general is an acquired taste (even at higher levels I still prefer melee combat on my mage).
- Pre-level 20 mage lacks the skill points and gear to mitigate the first two issues. The latter issue could be solved by adding more mage weapon options with more built-in mobility and/or AoE.
we need a 2h Greatwand, with overhead attack
Got 'em!
Early game melee is not straight up better
What a hot take
You can craft an ice wand with no npc
And literally backpedal and kill anything in springlands. Its so busted
Not to mention they just get free bonus damage on most hits with overcharge
Not to just rant and rave but also consider while mana isnt free early game, strength builds do not have an option to do ranged damage early with strength. So even if mana is too limited, which wasn't my experience playing mage, as an int character you get both wants and staves scaling with int.
I agree wand combat isn't much fun
But its not bad...
You can beat matron at lvl 3 with the white crafted wand before you get thr alchemist
You just cant do that with the scrappy sword
Mobility and multiple enemies are always the complaints I see (and have) for wands. Especially early on. Sure you can back away from one or two enemies and slowly pelt them to death, but it's not exactly engaging combat, and the moment more enemies join (or one of the cleaver Scavengers shows up) in is when the wand really starts to struggle without a lot of skills behind it.
A matron that summons wolves instead of the one that spits poison would be a lot harder for a wand vs melee without cheesing terrain.
But that's also why I said wand combat is an acquired taste too. Not everyone is going to like it (I sure don't). Which is why I wish mages would get more weapon options with different combat styles.
Yeah or something like hollow halls
Yeah, a melee weapon will definitely have an easier time in the first couple hollow halls than a wand.
I mean at the end of the day when discussing combat stuff like this I think it's important too to look at the numbers and I from everything I've seen and experienced , 2h melee out damages magic at every level of play, numerically.
Like play style, feel of a class, and ease of use are ultimately subjective.
both wands and staves get built in bonus damage. hammers and axes have none. I don't know if what you're saying is true.
Greatsword might actually out dps wands and staves at many points in the game. It's posisble that 2h does but i'm not exactly sure how a 2h is going to keep up with the built in 20% bonus damage staves get
We'd need to do some more legit testing to verify that, but you can watch videos of end game builds and sort of extrapolate.
unless at the same level, a hammer actually just has more "attack power" on the item than the spell + the staff.
I'm fairly sure they do, especially when compared to wands
Also I think melee gets more straight up damage nodes on the tree but I haven't checked to confirm
I've heard quite a few times too that 2H melee beats most builds barring explosive bow in raw damage.
I have tested it. I built a spreadsheet for how damage calculation works. Staves get 20% more damage than you'd expect plugging in everything
the only inconsistancy I have with staff right now that I cant figure out is fireball does 1-3 damage less than I think it should. I dont know if its a rounding error or a problem with my calcuation
but I have strength weapons solved. daggers slot right in and work on the same calculation. So i'm pretty sure I've backwards engineered the damage calculation
I know you have, at least when it comes to single attacks. I'm assuming your tests to bit include things like a timed matron kill with the same tier of gear and or skill points
Matron was just an example I suppose, but you do have boss kill times?
not yet. But my file is more or less ready to start tests on daggers/red weapons. I need to test high level spells more so I can A: make sure my calculations are right, then I can B: play with the skill tree to optimize damage
Sorry if I came across as antagonistic. π I know I get worked up sometimes when people insist that magic or ranged is "bad".
and sitting and thinking about it, the end game tests wont aleviate teh ealry game complaints
cause I dont think many people think max level mage is bad
As a mage main myself I know it isn't "bad" per se myself especially later on, but I do know the early game mage experience is awful, and every time I see a new player post about their poor experiences with early mage it's always the same things.
I do think theres a misunderstanding that melee is somehow much much more survivable early game than it is
Nah you're fair, I think it's fair. I think the only build rn that's "bad" would be solo daggers. Like it's clear it's designed to be paired with range but not everyone wants to play ranged
you cant really use the melee abilities cause you dont have stamina. and when you're out of stamina and absolutely hosed in the fight the first thing that comes to mind is "mages dont have to deal with this, their stuff doesn't take stamina and they can farm up mana potions....... there is no stamina potion"
I'm always just interested in optimization in games so I look at stuff numerically sorta for the fun.
Early early game it's all bad, but once you get heal on crit and double Gemini (which is quite early) it's pretty wild how much higher your survival gets
and 1h melee. They have the exact same, very poor damage progression with their primary stat. But daggers get more access to "bonus damage" stuff. sword/mace/axe I think are truely in the pits and if they aren't alone as the worst weapon in the game, daggers are down there with them.
Also just having block and parry naturally is huge edit: especially in the early game
well...
vukah brawlers and scav "cleavermen" just stun you guaranteed if you block their 3 swing attacak
parry is strong but its not unique to shield
shield just has the best parry.
nothing can block in this game it seems
its always better to eat the hit against anything dangerous than to block it
Yeah I'm saying 2h gets a parry "mage" doesn't. At least not with staff
Honestly, I never really had stamina issues at early levels when using a sword for close combat on my mage despite having naturally lower max stamina than either melee or ranger.
Wards actually have really strong parry.
the grass is always greener so when I was playing mage i was dumbfounded I could just backpedal infinitely with a slowing ice attack, it never used stamina and if a wolf came up (the only thing that can actually hit me cause it lunges) I always had stamina to roll
and when you're playing melee, you constantly have to use stamina, its frustrating at every level to chase down the dumb ass fell bowman
you actually have to sprint them down
I've seen a lot of people talking about how strong the Drak are, but unless I time the parry wrong I've actually been finding them super easy to stagger their attacks with my Ward.
I mean for the longest time I could only kill berserkers with wands bc I used to not know the parry window
But it would take me 10 minutes every time lol
I use wards when I play 1h melee now. the shields are almost useless and at least with a ward I get mana regen for my glider and some ele reists
Well the real problem is that you have to equip a melee and use your staff like a ranged weapon to do that, with 'Q'. They should allow for a Gandalf-like mage with an off-hand sword in the 'Q' slot to parry/melee with.
Gandalf style sword and staff would be the best thing ever.
Almost no game does it despite it being one of the oldest modern wizarding weapon presentations there is.
And I find that, unfortunately, the best way to kill the bowmen is to target lock them and use the roll attack. It's a really good gap closer, but it operates poorly outside of target lock
The other thing I was really surprised about playing mage was how useful just looting around was. I got a lot of spells for free. And I hadn't considered how insane it is that you just have access to multiple elements constantly. and its not 3 swords each having 1/2 of a different element.
its you do 95% one element on any cast. so when you hit weakness yoou get 20% bonus for using a staff, then (after you crit or dont) 20% weakness.
But THEN when you get a new staff.... you still have access to all your elements. You dont need to get insanely lucky on a weapon drop in order to retain fire damage.
and thats 45 stamina between rolling and attacking. Stam you SHOULD be able to use for blocking or possibly defensively
dont even start on using the grappling hook stuff to fight flying enemies
Honestly I always stuck with element neutral, or lightning melee weapons leveling up. Don't have to juggle resistances at all that way.
and you have that option
thats what i'm saying
if you want to play weakness you can, if you want to go hard to resist you can
That is true, having access to the most applicable element is really handy, though I do wonder at times if the damage buff just isn't worth the opportunity cost of switching spells. Like some spells are just better
you only need a single staff to drop at level
Yeah, the grapple at least gave something to melee, but I would definitely like seeing them get throwing spears or something that scaled on strength.
you can't even guarantee when you get to the highlands or whatever taht you'll have one single one handed sword
Well technically you wouldn't be blocking much when you're dashing across the map at a running target. π
let alone the element the enemies are neutral to
Staffs had their own issues at early levels. I ignored any without Mana Leech because staff casting at early levels feels awful without it.
Lol I have the opposite problem RN. Trying to try mage and can't get a staff or wand to drop
It's stupid to need ammo AND mana. One or the other
Having the same issue myself. Almost all axes and maces, and the few staffs I do get have terrible traits.
sure, in reality you ahve 2 options. DIVE the archer so you dont take a bunch of chip damage, or fight the front line saving stamina and take hp damage. It often feels like if you're trying to play "red tree only melee" you just get taxed over and over. Hp or stam. hp or stam. no amount of "skill" stops it. so the best build ends up being wahtever has the most healing since I can't avoid taking damage
you know more than me. I got lukcy on a drop that had mana regen twice. So I just placed it on my bar and held it when I needed mana.
Speaking of elements isn't the "meta" rn to just make everything wet with gem of currents and use shock
Well I think they don't have enough tank options in the game myself. I'd rather them make the roll attack, with a shield up, a 'shield charge' that blocks all forward attacks while attacking at no stamina cost...other than the attack itself that is.
The Sprit trait helps, but Mana Leech at early levels is a night and day difference.
Part of the reason water aura is crazy good on int builds. Completely nullifies chip damage you really only have to worry about real hits
yes yes yes. agreed. Right now, this games combat is pretty shallow imo. It just is what it is. So like, as people with 300+ hours in the game and are passionate about combat, its kind of encumbant on us to fix misconceptions. Or people will continue to think the combat is bad or that their class is uniquely shitty early game when in reality they just dont have the perspective to see that no one is strong early. melee may be able to deal with 2 wolves and a scav easier but both ranged characters do NOT need to stock up on 20+ bandages and 20 HP pots in order to take some of these bosses
Poison and fire overpower it too, but it at least blunts the damage from those.
I hadn't tired it till yesterday. I put it on a greatsword build. It simply solves chip. what a powerful quality of life addition to a build
Combat definitely needs a bit of work, and the skill tree for sure needs an overhaul, but I definitely see more complaints about early mage vs early melee/archer from newer players so it's definitely lagging behind the two in the first 20-ish levels.
I feel this. I'm a combat guy through and through. Luckily this game has fairly good combat compared to many survival games. My GF and I are always finding new ones to try bc I have nothing to grind for anymore combat/exploration wise and the building doesn't keep me as engaged, and she really only cares about base building and farming.
If enshrouded adds serious end game combat. Like some sort of dungeon system to scale infinitely, it would easily be the peak crafting survival game.
But honestly just natural progression through wake of water will surely give me over 100hrs of gameplay which exceeds many of the other games in this genre already
yeah, they should steal terrarias "use the bosses head to craft a summon item", then people could practice against hte bosses in a standard arena. It'd probably take something like that before people actually see where the balance is at. if you listen to youtubers, they just have no idea what they're talking about. they have 20hr takes on whats good and what skills or weapons do waht
Wands getting more active combat abilities and alternative weapon types like melee weapons have would definitely help the perception of them, and early staff casting is almost always a complaint I see without using Mana Leech to bypass the slow regen.
Lmao, there's a few YouTubers that stand out as better
I like this game. A ton of things are very very good. And even though i could play games like dragons dogma or elden ring 100 times using only sword and board, enshroudeds combat is not very engaging. Hopefully they can make some adjustments. But if not, its still a very good game for building and exploring with a simple arcadey combat system.
They could make their own version of that. Use things like the statues to build a 'summoning device'. Once you get all the parts, you can call one every 'x' minutes
or let me summun up a scav horde by putting the matrons head on a pike π
encourage fights and you'll get the feedback on whats good or bad. Fights aren't encouraged right now. Skipping all enemies and opening chests is.
Polishing the combat would for sure make this game a top tier game. The building system is amazing, the world is well designed and the voxel system is so polished it's so easy to forget the world is made of cubes. Plus the quests, lore and exploration gives players plenty of things to do while progressing.
Outside of comfort, they could do something else with the heads too. Like a small bonus toward each mob who's trophy you have hung up.
The combat is definitely not on par with a dedicated RPG, but for me it's decent enough. I think melee could use a few animation or moveset changes between types. I think the biggest thing will be having something for the combat boys to grind for late game. Like once you have BiS gear there's kinda no reason to play anymore
I gotta admit though...being able to choose 'headfirst dive' when over water is a pretty amazing mechanic. Most games you just flop on into the water stiff as a board.
I was already surprised when the banner items didn't do anything
Thats actually a great idea. They could also consider retooling comfort since for one it's mandatory on melee builds or you almost cant play. secondly the comfort level is only duration. How good the buff is appears to be flame level so after you have what? 45 minutes of rested? the rest is just extravagance since your food buffs are only gonna be there 45-60 min anyway
Shoot, the Rested buff is mandatory on mages too imo. Not having it after dying suuuucks.
its not even that there isn't enough combat options, but most or all (at least for melee) are actually bad. Things currently in the tree need to be usable. and who knows, maybe with just those fixes i'll come around.
Combat seems like one of those things they said 'meh, good enough' on, whereas the rest of the game is more 'no, get it right'. That's the most frustrating thing about it IMO.
rested is such a mandatory part of end game combat that it does not feel like a "fun optional thing your base does for you"
it becomes a time tax. if you die, you have to go home, sit down for rested, then teleport and go get your body.
Mage definitely has skill nodes that range from underwhelming to questionable to outright useless.
True skill tree needs work
jump slam and rolling attack provide zero extra damage to greatsword π
while we're talking about skills, did you guys see how the perk "skill shot" is bugged up in the green tree?
Maybe it changes but jump slam seems ass. Idk what situation I'd ever use it vs just swinging with my axe and cleaving the entire pack anyways. I could see it being good on daggers since you get so much stamina and limited aoe
In what way?
I kind of find it more annoying to lose my food buffs TBH. I can build a campfire under a rock and get enough rested to meander about without worry, but the food is just GRRRRRRRRRrrrrrrrr craftcraftcraft Either that or go to shroud depot....which I hate doing because it feels like cheating.
check this out
yeah, and depending on your build some of the foods are actually a pain to make.
Does this apply to gear as well? Is the skill shot set better than the standard ranged set (assuming you can hit headshots)
I dont know. bows are dirty π
I didn't realize there was gear that increased skill shot damage. I can easliy test this today
You can get soft locked on interrupts when surrounded by a lot of enemies where it's difficult to dodge out, so jumping up to reposition helps. Especially with 2h attacking from crashdown is faster than not having it.
The fish ones are particularly egregious because you can't make 'batches' of them....you gotta....well...fish π€£
I wish the fisher NPC could be set to 'fish' for me....doesn't he like that kinda stuff?
fishing is just....
I have a pond out back....go nuts....
you should be able to catch 1 common fish every so often with a baited trap and it stacks up like farm animals
Would definitely love to see different attack styles added to weapons though:
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Axes : High cleave, lower damage
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Swords : Moderate cleave, moderate damage
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Maces : Low to no cleave, high single target damage
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Also, give melee strength-based throwing spears
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Longbows and Shortbows could probably use some more separation. I know the latter fires faster for less power, but I don't really notice a big difference between the two.
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Daggers need buffs and Stealth defninitely needs big buffs. Also, maybe more differentiation between the raw damage daggers and the poison specialized daggers.
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Make staffs the slow charge high power ranged mage weapon and add rods/sceptres that are faster charge but lower power ranged mage weapons.
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Alternatives to wands. Orbs that do less damage but have stronger built in multi-target attacks, Tomes that have an area blast attack centered on the wielder, etc.
Sure is! Looking at the wiki skull stalker set from vielwater gives you +38% skill shot damage
demaning your players spend an hour fishing so they can feel like they have enough food for a boss is jsut insane
If I had to just guess, I'd bet those are working
But I will test
all other gear that gives a specific bonus to a type of attack works
Well I like the fishing minigame, but it's such a hinderance to food production by comparison to other options in the game.
Yeah, this is where I use Crashdown the most. Situations where I'm surrounded and can't cast, block or evade but still need to do damage to avoid getting overwhelmed.
the skill shot "skill" is not programmed to have anythign to do with actually hitting head shots. its basically just a 50% bodyshot damage buff
but i'll report back
id love to know this
I also like fishing, but other than rare food, I only use it to feed my cats. Like real cats they seem to have never been fed in their life. Or so they seem to claim. I need to find one of those nearby "catch with hands" ponds.
I want to re-draw the skill tree with all the stuff that's currently in there. Where some things are placed currently breaks my brain π€£
Fishing has definitely been the food bottleneck for me and my friend. Especially since recipes don't seem to have multiple fish options like some recipes now have.
Honestly, all of the "10 then 20% more% damage type perks could all be in one neutral damage tree
Yeah, there are so many things I would change, move or remove in the skill tree if I could.
You have to get them. No matter your build if you want good damage
Not only that, but some things should be moved to the 'center' and the 'center skills'.....some of them connect to the outer ring and some don't, but it's not necessary to take them...
just odd as all hell
So everyone is in red and blue.
Then, especially if you are int or dex you want the 4 foods perk
Expand the center "general skills" circle and move the +% damage and resistance skills there. Along with things like Updraft and Double Jump which almost everyone uses because they're just that useful.
Yeah Dessert Stomach seems like it was orignially intended for 'sweets' for a high-stamina build, but it turned into '4 foods' π€£
I'm glad it turned into 4 foods. The extra food makes a massive difference especially after the reitemization.
and both int/dex get access to 4 foods with damage buffs
so like.... you gotta get it if killing bosses in order to get your drops is a priority
Well yeah, it's a nice to-have on any build, but if it's going to be like that, it should probably be more of a 'base' skill
we can all cross our fingers and hope it gets better. Unfortunately the devs say very little and the liason(s) between them and us gently reminds us that its being worked on. π€·ββοΈ
that its being worked on but now like how or what unfortunately
And unfortunately the first few combat changes haven't really landed well which hasn't helped sentiment about the state of combat and skills either.
I'm sure it is, but my main concern is that they put out a 'Update X' patch with an absolute truckload of changes instead of incrementing things. They seem to have that kind of mentality.
Some things wind up being good, some are bad, some are 'meh', and they say "Combat reworked, done"
if they aren't careful, yeah. the big patch mentality often excludes needed tweaks afterward
but obvioudly thats just projecting other devs track record on this one.
It's great for putting down new lands, blocks, items, and even some full-on features like water and fishing....but for combat, it's a 'feel' you need to get right. It's more than just a skill tree and a few bug fixes.
Just because the sword does 'x' damage, the mob has 'y' hp and the animations all work, doesn't mean it feels good to play.
Unfortunately the sheer number of things that need tweaking has been leading to an increase in the sentiment that we need a big combat patch. That was apparent after the follow up hotfixes after the water update, and I can't say I disagree.
I'm oversimplifying of course, but it's more along those lines for building. Things just need to work and look good.
i wonder how long the list is of skills, mechanics, weapons, or armor that are actually useless. either not functing as a player would expect or completely outclassed by another option
i'd bet many of our complaints start there
One thing that devs (and some players) need to get through their head is, there's always going to be a BIS (Best-in-slot) item depending on your build. That will ALWAYS happen, end of discussion. You just need to understand how your game systems are built around it.
sure, the lunging attack animations make combat really same and whatever. but the HUGE quantity of skill points and over low quality of places to spend them make the idea of a "build" almost obsolete. you have maybe 2 choices based on your class
I wrote out my own personal issues with the skill tree a few weeks ago:
#combat-and-skills message
Mileage may vary depending on player experiences, but those are at least my issues with the skill tree currently.
Right, which is why you need more build options. If you want more viable item choices, more builds around those items need to exist.
they have systems already that could help mitigate that. Weaknessess are really powerful but might ask you to change skill poinst for each boss. So then best in slot is either the thing that works on average against most things or best against this one specific encounter (and others with ice weakness etc)
Right, but that just widens the field... which isn't a bad thing per-se. It just changes from "BIS melee weapon" to "BIS blunt" / "BIS slash" / "BIS pierce"
Unless you narrow your character's options...then it becomes the former, "Which is best overall". Just like New World
I was there when you posted that, the skill move went over poorly and the community rep who was here wasn't really getting what the actual complaint was. Or wasn't explaining their understanding in a way that made it clear 'we' were heard.
rip new world. we barely knew ye.
Yeah....I liked the aesthetic they were going with....should have lead with that gothic feel to begin with.
New world is still pretty fun
But I'm a gw2 player myself mostly
I REALLY wish MMO devs would take the hint from GW2's "living world" model. The world isn't 'alive' more because you gave all the mobs patrols.....
An MMO with WoW's instance phasing, Guild Wars' world design and FFXIV's class system would be amazing.
i played like 2500 hours in gw2. I can't believe its still going. I was so excited playing the betas and launch for that game
Every time I think of that game I remember Total Biscuit...RIP man
Always makes me laugh when osrs gets left out of these
Does osrs have good combat? π
Yea just takes a bit to get there, hardest thing ive ever done on a computer was in osrs
Yes, but bc of the tick system it's like pseudo turn based
More rhythm based than turn based
But that also allows for incredibly high skilled interactions
Yeah, turn based wasn't exactly the right phrasing but I figured it gave an idea. But it does start getting wild with tick manipulation and triple eats in pvp and stuff
Yea it gets really deep its just not super flashy if you dont know whats going on
I think the game has the best philosophy behind it tho, progress matters and doesnt get deleted or devalued
I guess it's like anything though. As a gw2 player he'll know the difference of someone that can perfectly time cooldowns and those that cant
Yea its just realllyyyy different, but it gets so complicated lol
the skill gap in gw2 between average players and good ones was kinda insane. if you were good, you could really carry pve or do dirty things to people in pvp
I think gw2 might even be more respectful of your time than RuneScape. Also having a pay to play model (membership) adds a whole layer
As someone with like 1k hours I'm still only on the upper end of average (maybe barring like 1 spec) it's actually crazy. CD management can for real double your DPS in pve
Dont know much about it but happy theres another game like that. Feel like wow is the complete opposite (I also hate blizzard)
The beauty of gw2 is you can log in 2 years later and be just as powerful as you were last time. Obviously they make skill balance tweaks but your gear is just as good. Don't have to worry about constantly grinding the newest raid or whatever
Yeah, that's one of the things I love about GW2 is that the level cap has only gone up once. Which means their expansion progression is horizontal rather than continuously vertical.
Horizontal progression in MMOs is definitely the best way to allow players to return without feeling like the time they've already invested has been wasted. I really think it's the way forward for MMOs that want to be successful
Strong vertical progression/grind treadmills are just not fun for so many people that it drives them away, especially when the progression becomes systematic
Yeah I think there is a perfect balance. At times GW is almost too horizontal. Like I log in and I'm like what am I even grinding for. But yeah not being able to play if you take a break for a month sucks balls
late game with all Bis and food who has more damage archer or wizard?
I was wrong. Its so messed up.... Let me try and type this all out in a way that could make sense without knowing the exact formula for damage
Probably wizard single target, archer aoe with explosive arrow
Lmao we love spaghetti code
Theres arguably 3 places damage increases happen in the formula.
Call them 1, 2, and 3
- 1 will be the stat level (int/str etc function here)
- 2 the generic level (+melee damage, + ranged, + against fell)
- 3 the specific level (Dagger damage or weakness would be here)
when you do damage and crit, a critical strike only multiplies level 1. Level 2 is added on top after the crit BUT only adds the % increase of the normal non crit damage.
EG: if level 1 is 100 and you crit (50 more damage), level 2 adding 10% will add 10 damage, not 15.
level 3 damage adds a % of all levels below it combined. So 15% dagger damage increase mmeans that: a crit, the flat melee damage or fell specific damage, the increases from strength are all increased by the 15%. Making level 3 valuable as hell since it increases all the damage, even other % increases.
okay thats the quick and dirty on how to understand what i'm going to say next.