Dúvida de andares

Olá, sobre andares no jogo, se eu estou no piso 600 M3 a ganhos de itens comparado ao piso 300 M3 qual a diferença? Seria qualidade? Ou DPS? Itens mais valiosos?
Outra questão, avaliando a místico 3 ao legend 1, e só uma questão de probabilidades de itens raros cair mais no M3? Claro tirando os buffs de sorte do personagem.
Última pergunta, pode haver possibilidade de um item poderoso de andar 1000 ou qualquer de outro andar acima do seu piso cair?

if you look in the LegendEx, the requirements for where Legend & Eternal Items can be found are given.

Wizard Zeus Reactor Sword - Found Anywhere
Wizard Mutiny Defiant Gauntlet - From Powerful Enemies, Found Past Floor 200
Wizard Thunder Fang Electrified Amulet - Found In The Desert, Found Past Floor 21
Wizard MoonShard Mythitech Ring - From Powerful Enemies, Found Past Floor 1000, Requires At Least Mythic 3 Difficulty

From Powerful Enemies = Epic, Legend, or Mythic Tier Monsters.

Item Quality of dropped Items will range from -10% to +10% (information from Developers) usually they drop with -6% to +6%. Item Quality for Eternals is always +50%.

Luck affects the ratio of Normal, Magic, Rare, and Epic Tier Items that drop and the chance of an Item dropping as a Legend Item.

as you go up to higher floors, there are more Legends that can drop in comparison to the lower floors with fewer Legends that can drop.

1 Like

Obrigado, sobre ascender o personagem as 5 ou 6 vezes disponíveis, o intuito é construir um conjunto com todos os slots com experiência e sorte no caso, e depois de ter feito todo o acender, aí sim começar a farmar itens ou subir de piso, é uma boa técnica?

1 Like

what I did before was get Quest Mythstones on all 6 Items. (some players used Ruby to put +15% Experience on the Items, or later got an Item with Epiphany for Epiphany (5) for +25% higher Affix Caps and use both for +250% Experience)

another thing I did was get Nadroji’s Chest Item to use the Nadroji’s Set Bonus Affix for +100% more Magic & Rare Monsters spawning for more experience & treasure, and to finish the Magic+ Monsters killed Feats faster. (requires 2 Items with Nadroji’s Set affix to activate)

recently, I’m not using the Nadroji Bonus and have added +75% Gold Find & Luck. I’m also using the Adventurer Mythic on the Amulet to get experience from any Gold I pick up. Experience Boosts also increase the experience gained from picking up Gold from Adventurer Mythic. with +200% Experience, I get 3 experience for every Gold I pick up!

I’m almost done Ascending my 4th Character, and am considering whether I should put Nadroji’s Set Bonus on my last 2 Character for Ascending or just be happey witth Adventurer Mythic. choices and decisions, oh my!

I personally don’t worry about Farming or Climbing Floors until I’m done getting Perks or using a Character that has all Perks for Farming or Climbing Floors (for now, this is my Wizard. my first Rogue & only Warrior are still working their way up to floor 500 for farming).

1 Like

Perfeito, gostei da tática, muito obrigado, outra sugestão eu uso pack size pra poder cair mais itens dos mobs e Gold e experiência, muito grato por me ajudar

Enemy Affixes:

  1. Experienced - Increases Experience Given By Enemy By +100%.
  2. Gracious - Increases Amount Of Items Dropped By Enemy By +200%.

Map Affixes:

  1. Crystal Rarity (Legend/Eternal Map) - Increases The Rarity Of Crystals That Drop.
  2. Enemy Affix - Increases The Number Of Enemy Affixes. (more chances of enemies having Experience and/or Gracious affixes, but also chances for more deadly affixes).
  3. Epic Enemies - Increases The Number Of Epic Enemies Guarding Cartographer. (more experience and treasure!)
  4. Gold Find (Legend/Eternal Map) - Increases The Amount Of Gold That Drops.
  5. Golden Chests (Legend/Eternal Map) - Increases The Minimum Number Of Golden Chests. All Chests In The Map Become Golden Chests.
  6. Item Quantity (Legend/Eternal Map) - Increases Amount Of Items That Drop.
  7. Luck (Legend/Eternal Map) - Increases Rarity Of Items That Drop.
  8. Magic Enemies - Increases The Amount Of Magic Enemies. (more experience and treasure!)
  9. Mythstone Rarity (Legend/Eternal Map) - Increases The Rarity Of Mythstones That Drop.
  10. Pack Size - Increase Enemy Pack Size +%. (from Item Description, not in Codex Dictionary for some reason) (more experience and treasure!) (only affects Normal, Magic, and Rare Tier monsters)
  11. Rare Enemies - Increases The Amount Of Rare Enemies. (more experience and treasure!)
  12. Skyfall - Makes Meteors Fall From The Sky Hitting For % Enemy DMG. (Developers said more treasure drops due to Skyfall Maps being very deadly. some Players have said they like to Farm on these Maps for the better treasure, but I usually change Skyfall to something else)

I usually use Diamond to change Map affixes to affixes that are more to my liking depending on if I am Ascending, Farming, or Climbing Floors.

having Nadroji’s Set Bonus on your Equipment when on a Map with Pack Size is a great combination for Ascending and Farming Builds.

1 Like

Uma dúvida @Golem, eu acabei ganhando no drop, itens com refletir dano em 200% , queria saber como ele funciona esse refletir dano, preciso usar mais algum item pra ativar? E quais itens não devo usar ? E melhor equipar no hilearing ou principal ?

@Golem de uma olhada nesses dois vídeos curtos, é muito boa essa contrução, poderia melhorar o dano como?
https://drive.google.com/drive/folders/1W4F-Pa41sePO6cP56HeX9o_cIYjOxxyh

+250% Reflect DMG (Legend affix) - Reflect % MH DMG when you get hit by an enemy. that is correct, you need to get hit to do Reflect DMG! RD has no Cap, so you can have +1500 Reflect DMG, higher if you have it on Eternal Items. great for low floors and good on middle floors with the right build.

Electrified Set - +5% Paralyze chance, +50% Reflect DMG per Rank. Reflect DMG in 25 yard radius centered on your Character. this gives RD more damage, and every time you get hit, every enemy within 25 yards of your Character takes Reflect DMG! this also affects breakables, like boxes & urns. the Paralyze Chance is for Shock attacks and doesn’t affect Reflect DMG.

Redirect Mythic (Amulet) - +100% Reflect DMG when you Block or Dodge enemy attack. more damage, and you don’t need to get hit to Reflect DMG! good for early, middle and late game builds.

Mirrored Mythic (Chest) - + Block % for Reflect DMG. more damage based on your Block %.

all 3 Classes have a way to boost Reflect DMG.

Weaken, Ignore Resist, Effective Mythic, Critical DMG, Deadly Strike, Brutal Mythic, Crushing Blow, Legend Explosive can be caused by Reflect DMG. RD can not cause Bleed or Elemental Critical.

the type of DMG caused by Reflect DMG is determined by the enemy that hit you.

  1. Melee enemies - they do Arcane DMG.
  2. Ranged enemies - they do Map Element DMG. (Ice Map = Ice DMG)
  3. Ogre - they do Arcane ranged & Arcane melee DMG.
  4. Malum (Worms) - they do Shock DMG.
  5. Fury (Fall from the Sky) - they can do Map Element or randomly do one of the four other Elements for DMG.

with Redirect Mythic and Electrified Set, it might be better for the Hireling. if you have RD on both, have one with Weaken and the other with Ignore Resist.

1 Like

Perfeito muito obrigado por ajudar na construção

Percebi em uma postagem sua @Golem que pra build de reflect demage, não pode ter resistências a elementos certo? Ou precisa ter algum valor? Pois tenho todas 900

I think you might be referring to Reflect Damage does not cause Elemental Critical (Freeze, Orbit, Toxic, Immolate, Paralyze). I have considered using Unity Mythic and a few Element Resist +400% to take less damage when I get hit when making a Reflect DMG build. less useful on really high floors, but useful on lower floors and Battle Arena.

I believe the reason for that is that Monster attacks do not cause Elemental Critical (or Bleed). instead, Reflect Damage reflects the enemies attack element back.

on a Poison Map for example:

Arcane DMG would be reflected from Melee attacks and Ogre Ranged & Melee attacks. monsters take full MH DMG because monsters have no Resistance or Immunity to the Arcane Element, but do not take Effective DMG either. some monsters may be Greatly Resistant to Arcane Element.

Poison DMG would be reflected from Ranged attacks. monsters on Poison Maps take -50% less DMG (50% Resistant to Poison attacks). this is why Ignore Resist or Weaken and/or Effective Mythic are important, or you could avoid using Poison Maps when using Poison Weapons.

Shock DMG would be reflected from Worm attacks. it would also do +25% Effective DMG (Poison Map, remember?)

the Element of the Fury will determine which Element gets reflected.

Element damage that is reflected works the same as Element damage done to Characters.

Reflected Arcane - monsters are not resistant or immune but may be greatly resistant.

Reflected Fire - also causes Fire DoT for 2 seconds.

Reflected Ice - also slows enemy movement & attack speed -50%, reduces DMG -25%.

Reflected Poison - also causes Poison DoT for 8 seconds.

Reflected Shock - also stacks Shock DoT for +12.5% DMG a stack, up to 4 stacks for +50% DMG. I haven’t been able to test for higher than 4 stacks of Shock DoT when Reflecting attacks from 2 or more Worms.(if you have a Main & Hireling, both with Shock weapons, you can stack up to 8 shock DoT’s !)

1 Like

Obrigado pela explicação já me ajudou muito, falo também das resistências que tenho a elementos minha defesa, tenho que ter pouca, bastante ou pouca resistência a isso? Sendo que preciso refletir o dano que recebo, seria mais ou menos isso?

All Resist, which is the base for all of a Characters Element Resists, has no effect on Reflect DMG. Wizard has a Talent, Astral, which increases Element % DMG by 0.05% per Rank for every 100 All Resist.

All Resist and Armor both do Damage Reduction, and they both stack with each other. they are good for low to mid floors and Battle Arena, but eventually, you reach a floor where monsters can kill you with one hit. this is because the floor level is part of the All Resist & Armor formulas, so as you go to higher floors, the Damage Reduction gets lower instead of higher.

on lower floors, getting hit isn’t that deadly, so Reflect Damage is very useful. on higher floors, getting hit is deadly, so Reflect Damage with Redirect Mythic and lots of Block & Dodge is better than lots of HP, Damage Reduction, All Resist, and Armor.

1 Like

Entendi, fui no piso 610 e morri mais fácil, por falta de dano, provável que tenha que mesclar Dodge e esquiva e dano, fazer essa construção me dá dor de cabeça kkkkkk

all players have a base +10% Dodge.
Crystal Dodge +30%
Dexterity 20 = +10% Dodge, Move Speed, and Cooldown.
Epic Dodge +10%
this will give +60% Dodge.

Rogue gets some Dodge for placing Stat Points into Power. Wizard gets some All Resist for Mana and Warrior gets some Armor for Health. Rogues have a +100% Dodge Build using Cloak Skill.

Warrior does better with Block than Dodge, but can use both together (all 3 Classes can use both together). with Bulwark Talent, Warriors Block gets stronger for 5 seconds. Shield OH gives +10% Block when equipped.

there is also a 100% Block Build for Warriors. the defense isn’t perfect. the build gets Block to 81 to 84%, and when you Block an attack, the bonus from Bulwark Talent gets Block to 100%. it lasts for 5 seconds, so as long as you Block attacks before 5 seconds are over, it keeps resetting until there are no more attacks or you don’t Block for more than 5 seconds. with Sanctuary Mythic, this is a powerful defense combination.

I usually go with +60% Dodge & +45% Block, and sometimes Sanctuary Mythic, on Wizard builds, still working on good defense ideas for Rogue & Warrior.

1 Like

Obrigado @Golem, já me deu umas ideias de construção :blush:

1 Like

:rofl: time for a lot of Farming!

2 Likes

If only I could set up shop and sell my crystals

:gem::moneybag::grin::+1:

1 Like

Eu compraria kkkk, se tivesse pra trocar itens seria bom também, poderiam fazer um mapa PvP seria ótimo

1 Like