Wearbear Author: Dragoon |
Version: 1.08 Page 1 |
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Weapon Selection
With so many weapons available, deciding which one is the best can be overwhelming.
To simplify the decision, at first, I shall do some calculations for
the more popular weapons available to a werebear based solely upon the base weapon damage applied over the attack animation. Thus, I take the
listed damage of the weapon and divide by the number of
frames an attack takes (for 0% OIAS and for the fastest
possible attack for the weapon as in the tables from the previous
section). This gives the data in Appendix XI.
According to these calculations (and only looking at the most shaeled form)
the highest average damage at level 99 goes to the Cruel
Giant Thresher of Quickness (61.6), with the Cruel Feral
Axe of Quickness (59.2) coming in as a close second. After
the cruel weapons, the next most damaging weapons are Messerschmidt's
Reaver (39.56) and Stormspire (38.93). Shortly behind these weapons
are the Buriza-Do Kyanon (36.96) and the Ethereal Zod Hellslayer (36.8).
Next up is the Immortal King's Stone Crusher (34.69), which is followed by
the regular Hellslayer (32.7) and the Cranium Basher (31.7). Finally, lagging
far behind is the Silence Thunder Maul (21.3).
However, damage is not everything. The extra mods of some of these weapons cannot be overlooked. Cranium Basher has 75% Crushing Blow, +25
All Resistances, and the coveted casts Amplify Damage on
attack ability, not to mention that it is indestructible.
The IK Maul is also indestructible and has a good amount
of additional damage to demons and the undead as well as 35-40% Crushing
Blow. Hellslayer has a healthy bonus to strength and vitality as well as
additional fire damage. Messerschmidt's Reaver also adds to all stats (15)as well as adding additional Attack Rating (definitely a plus for
Werebears) and fire damage. Finally, the Stormspire is
indestructible, has a good amount of lightning resistance
and deals out extra lightning damage in the form of lightning
strikes, charged bolts and chain lightnings.
Taking all of this into account, my favorite weapons are Messerschmidt's
Reaver and Stormspire as both deal the most damage
(besides the godly damage of the cruel weapons) and have
useful other mods. In addition, these weapons attack fairly
quickly, allowing the player to easily change tactics in the middle of a battle
(uh oh, there comes a fanaticism pack of Frenzytaurs...). Personally, I feel
that Messerschmidt's Reaver is just a little slow for my taste, so I would definitely pick Stormspire over it (though Stormspire is MUCH
more rare). Next, I prefer the Immortal King's Stone
Crusher and Buriza-Do Kyanon to the Hellslayers because
they are significantly quicker. Also, unless you are fighting
in the cow level, the extra damage to demons and the undead from the IK
Maul is quite powerful. In addition, the Crushing Blow can be quite handy when fighting monsters with a lot of life in a game with a lot of
players (hence they get more life). It has actually been
calculated that the damage of the IK Stone Crusher can
outpace that of Stormspire for such areas as Act 5 of Hell
Difficulty with 5-8 players in a game (though Stormspire wins out just about
everywhere else). For the Buriza, the freezing hits are extremely good in all portions of the game, and it also does a healthy amount of
cold damage.
However, if you make liberal use of Shockwave, the freezing modifiers won't benefit a Werebear very much. Also note that, as a crossbow, the
damage from Buriza is enhanced by Dexterity, not Strength.
Thus, for a Buriza-user, Dexterity grants the user
additional damage, attack rating AND defense. For these
reasons, I have made several Werebears based upon the use of Buriza-Do Kyanon
and all have been perfectly viable if not very powerful melee combatants on
all difficulty levels. However, for some, the idea of using this giant crossbow
as their primary weapon is absurd, and so choose not to even consider it.
The Cranium Basher is harder to gauge. Many people swear by it as their
weapon, and, truth be told, when the amplify damage on it
activates, the monsters don't stand a chance. However, it
is also slower, which bothers many people. The Basher
qualifies as either as one of the best weapons, or somewhere below the Buriza,
depending upon personal preference.
As for lower level weapons, the most widely-viewed favorite is Ribcracker
over Steeldriver or Hwanin's Bill. Ribcracker's defensive
benefits combined with its lighting speed, low
requirements and Crushing Blow make it the best choice for an
up-and-coming Werebear. Plus, who DOESN'T like the "thunk, thunk" sound that a staff makes when it hits? Steeldriver is also fast
and powerful (and fun!) but its added bonuses just don't
compare to those of Ribcracker.
Last of the three I've detailed here (but first you'd be able to equip) is Hwanin's Bill. Generally, I just use this weapon as a step-up
weapon for the few levels that I can use it but I cannot
use Ribcracker. However, it is actually very powerful and
can power a Werebear through a good portion of the game
(at least through Nightmare difficulty) though not quite as quickly as Ribcracker,
Steeldriver or Buriza.
Personally, I greatly prefer Two-Handed Weapons to One-Handed Weapons, but I have included a few One-Handers (Calculations in Appendix XII) so
that, if you are so inclined, you might compare these
weapons and try one out. Your damage rate will be
significantly decreased, however, and you run the risk of becoming "block-locked"
if you have too many monsters around you and your block
rate is high. Surprisingly, I've often found this MORE likely to get my Werebear
killed than using a two-handed weapon (or at least more frustrating) so
I've tried not to use shields on my Werebears.
In addition, if you choose to use a shield, you will have to spend a
significant number of points into dexterity to keep your
blocking % high. Since I have never had a problem with
keeping Werebears alive, I tend to stick to the big guns:
the Two-Handers. =)
Equipment Selection
With a weapon chosen, the next step is to determine the rest of his
equipment. Here is another area where the Werebear is quite flexible. There are
many types of armors and jewelry available in the world of Diablo II and quite a
lot of it is useful, depending upon the situation. However, some combinations
are more useful than others and I hope to lay out some guidelines here that can
help you piece together the right combination of gear, for your Werebear.
Basically, there are six things that a Werebear should take into account when
choosing gear:
1. Having enough OIAS to reach the desired attack rate for your weapon of
choice (see the Weapons Section and look it up on the
tables if you're not sure how much you need)
2. Maintaining a good Attack Rating and Hit Percentage
3. Having at least one piece of equipment with the "Cannot be
Frozen" modifier
4. Maintaining a good amount of Defense and/or Damage Reduction as well as decent Resistances
5. Life Leech/Mana Leech
6. And lastly, Deadly Strike and/or +Skills Gear
Obviously, there are many different items that fit into these categories. The
secret is to find a combination of items that will take all of these categories
into account. To help in this, I will list items that fit into these classes, as
well as point out some especially notable items which often fit into multiple
categories.
OIAS Gear
The first thing that I take care of when planning the rest of my equipment is OIAS gear. I always like to get my attack rate as fast as is
possible for the weapon that I choose. After all, a faster
weapon means more damage dealt as well as more flexibility
to changing situations. Since the required OIAS changes
for every weapon, it will be different for different builds. Thus, I will
just list my favorite sources of OIAS.
OIAS Sources
Gloves - Gloves are the easiest place to look for OIAS. Many magical and rare gloves spawn with IAS mods on them (up to 20%). If you can find
IAS gloves with other good mods on them (particularly
crafted Blood Gloves) these gloves can often out-strip the
other Set or Unique gloves.
Noteable Unique or Set gloves
Sanders Taboo
Easy to find, these come with 20% IAS as well as +40 life. These are quite useful early on or for people who are new to the game.
Magnus' Skin
A bit more rare than Sanders' Gloves, these gloves (from the Orphan's Call
set) have 20% IAS, +100 Attack Rating, and +15% Fire
Resistance. Because these gloves combine abilities from
multiple categories, they are particularly good (and my
personal favorite).
Bloodfist
A low level unique, these gloves offer 10% IAS, 30% Faster Hit Recovery, and
+40 to Life. While the IAS is less on these than other
gloves, if you only need a small amount of OIAS to reach
the animation length that you want, the additional
modifiers on these gloves are excellent.
Lava Gout
A more rare unique, these gloves feature 20% IAS and a decent amount of fire damage and resistance. I'm not as much a fan of these gloves as
the additional modifiers here are not quite as essential
to a Werebear, but they are still quite decent.
Sigon's Set
A partial set bonus for Sigon's Set is 30% IAS on the gloves when combined
with one other item from the set. In addition, for 2 items
of the set, another partial bonus is 10% life steal.
Because of this combination (and the high amount of IAS)
of abilities, many people use the gauntlets from this set combined
with either the boots (there aren't that many GREAT boots out there) or
the helmet (for a HUGE increase in Attack Rating). However, there are better helmets out there, so, depending upon the situation, it might not
be the best choice to use the gloves/helmet combination.
Either way, this set is extremely useful in the early
stages of the game (required level of 6, and the gloves give
+10 to Strength).
Armor, Helmet, Shield - All of these items can
be socketed by the socket quest, and 15% IAS jewels can be
stuck into them. However, sometimes other items are even
better to socket into these locations as a Perfect Ruby in a helmet or armor
can greatly increase one's life, an Um Rune can add much needed resistances
(or a Perfect Diamond in a shield), or a Shael Rune will add 20% Faster
Hit Recovery in a helmet or armor, or Faster Blocking Rate in a shield. I
see socketing items as a way to make up any deficiencies in my choice of gear(be it IAS, Hit Recovery, or Resistances) so this is usually one
of the last things that I would look at. But, if you want
to have a lot of OIAS, sometimes you need to socket these
items with IAS jewels. However, there are ways, other than
socketing, to get IAS on armors.
Noteable Uniques
Twitchthroe
This armor has an inherent 20% IAS and Faster Hit Recovery. However, its low defense is not really helpful for a Werebear who wants to make
use of its enhanced defense by the Werebear skill, so I
would not recommend it.
Crow Caw
This armor also has 15% IAS and Faster Hit Recovery and significantly more defense than Twitchthroe but, again, the rest of the mods on it
are not particularly helpful for a Werebear (I like to
choose a good defensive armor).
Also this armor is heavy, making you run quite slowly so I tend not to look here for IAS if I can avoid it.
Black Hades
With three sockets and a huge defense, this armor can be quite useful to a Werebear. In addition, its resistances are fairly good, making
this armor a great choice if you need a lot of OIAS for
your weapon.
Spirit Forge
Similar to Black Hades, Spirit Forge comes with 2 sockets that can have IAS jewels socketed. However, this armor has the added bonus of 20-65
fire damage, +15 strength, and life based on character
level (up to 123).
Stealskull
10% IAS and Faster Hit Recovery in addition to 5% mana/life leech and magic
find makes this helmet one of my favorites. If you need
the extra 10% IAS, this helmet is a great source for it.
Belt Well, there are two choices here, Goldwrap
and Nosferatu's Coil.
Goldwrap
This belt is fairly low level so it should not be particularly hard to find.
It provides 10% IAS as well as a healthy dose of Magic and
Gold Find. This is one of my favorite belts that are
available. However, I tend to use String of Ears (which I
shall discuss later) which leaves Goldwrap out in the cold.
Nosferatu's Coil
This belt adds 10% IAS, 5% life steal, 10% slow target and +15 to strength.
Very powerful, but also very rare, so don't expect to be
finding this one any time soon. =)
Jewelry
Here, there are two choice, the Cat's Eye Amulet or Highlord's Wrath.
Cat's Eye Amulet
This amulet gives 20% IAS as well as +25 to Dexterity (think additional
Attack Rating) and the ever-fun 30% Faster Run/Walk. This
amulet is a favorite of anyone that needs more than 20%
OIAS for their weapon, as it is quite good.
Highlord's Wrath
This amulet is fairly hard to find, but is quite powerful, should you find
it. It has +1 to all Skill Levels, Deadly Strike based
upon Character Level (up to 37%), +1-30 lightning damage,
and a good amount of Lightning Resistance in addition to
its 20% IAS. This is definitely my amulet of choice if I need to find
a source of IAS outside of my gloves and one socketed IAS jewel.
Attack Rating
Basically, this is an area that you should hope to cover without too much difficulty. There are a couple great sources of Attack Rating to
be found out there and hopefully it shouldn't be too hard
to come by. The goal is to obtain enough Attack Rating
equipment to put your AR into the range of 2400 to 3000 or more
by the time you reach the Hell difficulty. This may sound like a lot, but it is actually not that bad when you factor in the +% attack
rating by Maul and Heart of the Wolverine (if you choose
that spirit). In a pinch, a newer player to Diablo might
not have these items and he can compensate by raising his dexterity
and using the Heart of the Wolverine spirit as well as a high level Maul
(for the Attack Rating % bonus).
For a very in-depth analysis of Werebear Attack Rating choices, see Jurt's Attack Rating Guide. Note: Lots of math WILL be thrown at you in
that guide. But it DOES make some excellent points!
Noteable Sources for Attack Rating:
Raven Frost
This is the BEST source of Attack Rating you can find. Up to +250 to AR as
well as up to +20 to Dexterity makes this Ring almost a
single source solution to the AR problems of a Werebear.
In addition, this ring has the powerful (and very
necessary) "Cannot be Frozen" modifier. I use one of these on all
of my Werebears, as it is just such a powerful source of Attack Rating and Freeze Resistance. The only drawback is that it is a ring, so you
will probably be giving up some resistance or life/mana
leech by using this.
Magnus' Skin
Discussed Earlier. +100 to AR
Sander's Boots
These boots are quite useful. First, they are fast with 40% Faster Run/Walk Speed. Second, they give +100 to AR just like Magnus' Skin.
Third, they give +10 to Dexterity and +5 to Strength.
These bonuses help out a lot, and if you decide to use
these boots, they can cut down on your points spent on raising your
strength to give you more vitality (and so more life).
Sigon's Visor
The helmet from Sigon's set, this thing gives a ton of AR but does fill the helmet spot of your equipment. This, like Raven Frost, is a
single-item fix to your AR problems.
Angelic Halo
This ring, when combined with another item of the Angelic Set, gives a huge bonus to AR (comparable to that of Sigon's Visor). This is great
for low level AR as the level requirements are very low,
but the problem with this ring is that it fills the spot
of a ring which would otherwise be taken by a leech ring or
something. Also, the rest of the set is pretty bad (though the amulet is good
for low levels). This is most often used in tandem with the amulet (Angelic
Wings) by low-level characters. Once you are able to use Raven Frost, however,
this ring has probably outlived its usefulness.
Waterwalk
These boots have +15 to dexterity in addition to a large bonus to life and
other useful mods. This is a decent AR boot, though
Sander's Boots are probably better.
"Cannot be Frozen"
In my opinion, this is an essential modifier for a Werebear. Chilled
Werebears are painful to watch because they are so
unbelievably SLOW! Thus, to avoid being chilled, use at
least one "Cannot be Frozen" item at all times. This
modifier can be found on the following pieces of equipment:
Raven Frost
Discussed earlier, this is my favorite choice for this ability.
Hawkmail
Hawkmail is a solid low-level armor providing the "Cannot be
Frozen" modifier. Its drawback is that it is a heavy
armor and so you tend to run out of stamina when running
around in it at low levels.
Duriel's Shell
This armor is great! It has good resistances, a high defense, additional
life, and of course the "Cannot be Frozen" mod.
I have always loved this armor and have used it on many a
Werebear.
Death's Guard
If you don't have a good belt, this sash can be a good place to pick up the "Cannot be Frozen" modifier. However, this is the only
major ability on this sash, and it has a low durability in
addition to only 2 rows for potions, so it is not
necessarily the best place to get it. This is a great belt
for a low-level Werebear, however, and when combined with the gloves, gives
you additional resistances and 30% IAS.
Rhyme (Shael-Eth) Shield
If you choose to use a One-Handed Weapon, this shield is also a great source
of this mod. With 20% Increased Blocking, 40% Faster Block
Rate, +25% Resist All, and Magic/Gold Find, this shield
has a great combination of abilities and can be socketed
into the basic shield of your choice.
Defensive Equipment
Let's face it, despite the powerful Shockwave skill, a Werebear is going to
take some hits at some point, be it a boss which is not
affected by Shockwave, a ranged magical attacker, or
simply monsters that you don't particularly feel like
using Shockwave against. While most of the damage that you face will not be
a problem due to the Werebear's life bonuses, it is a good idea to have at least a small amount of Damage Reduction, Resistance, a good
Defense, as well as a good amount of Faster Hit Recovery
Equipment (48% and 125% Faster Hit Recovery are widely
considered the optimal breakpoints). Often, these types of abilities
can be picked up on items that fit into other categories. After all, a
good body armor might combine a good Defense, Resistance, Faster Hit Recovery and can be socketed to make up for any deficiencies. Thus, a good
Rare or Magical armor can often suffice to fill many of
these roles. However, there are some items that are
particularly good at taking care of these categories:
Noteable Defensive Items
Arkaine's Valor
A very rare, expensive, powerful armor, this is definitely an end-game armor Though I have never, personally, used it, I know of many Druids
who have, and they always end up with tremendous amounts
of life. If you've got one of these, definitely use it if
you so desire!
Shaftstop
Yes, it can be somewhat hard to come by, but this armor combines a great
Defense and 30% Damage Reduction. Alone, this armor would
probably fill all of the Defense and Damage Reduction that
you might need. I socketed my Shaftstop with an Um Rune,
as resistances are the only things this armor lacks.
Duriel's Shell
Mentioned earlier, I love this armor for the defense, life, and resistances.
Smoke Runeword Armor (Nef-Lum)
This runeword grants the user +50% to All Resistances. Definitely not
something to be laughed at. In addition, the +75% Defense
of this runeword makes it especially useful to a Werebear
when socketed into a high defense armor.
Goldskin
Goldskin is a great armor for the mid-game as it has a decent defense and the 30-35% Resist All. Its drawback, however, is that it is a heavy
armor so you tend to run kind of slow when using it, and
can run out of stamina fairly easily with it.
Iron Pelt
I love this armor. First off, a Druid looks awesome in it when he's
un-shifted. Secondly, it has a good amount of Damage
Reduction (though numeric, not by percent) and Magic
Damage Reduction. In addition, its defense is as good as it gets
for the end of normal difficulty and beginning of nightmare. This is definitely
a useful armor either before you can find something better or even as
an end-game armor.
Rockfleece
This armor is useful for the mid-game as it has 10% Damage Reduction, Damage Reduced by 5 as well as reduced requirements. However, this is
not really an end-game type armor.
Rockstopper
This helmet has awesome resistances as well as 10% Damage Reduction, 30%
Faster Hit Recovery and +15 to Vitality. This is one of my
personal favorite helms and one of my top 5 for a Werebear.
Vampire Gaze
Let's face it, it's a really good helmet. 6-8% dual leech, 15-20% Damage Reduction, Cold Damage, Magic Damage Reduction and Stamina Drain
Reduction combined with a great defense makes for an
awesome hat. The one problem with this is the lack of
resistances. Also, this is a bit harder to find/trade for because
it is so useful to ALL characters, but if you want to use it, it is definitely
a good choice.
Harlequin Crest
This elite unique (think rare and expensive) hat gives +2 to All Skills, +A
Bunch (to be exact) to life and mana, as well as 10% Damage
Reduction. An awesome helmet that shares one of the weakness of Vampire Gaze in
the lack of resistances, this is another favorite helmet of a wide variety of
classes. I tend not to use it because I like having resistances on my helmet and
it looks really ugly on your Druid, but I have seen people use it very
effectively.
Jalal's Mane
As a class specific unique, this helmet is a bit harder to come by than the others, but it is definitely the end-all, be-all of Werebear
helmets. Combining 30% Faster Hit Recovery, with a 20%
Attack Rating Bonus, +2 to Druid Skills, +2 to
Shapeshifting Skills, +30% Resist All, +5 to Mana after Each Kill, +20 to Strength, and an awesome defense, this is definitely my choice
for Werebear headwear. The fact that this helmet looks
very cool is an added bonus!
Socketing this thing with a Shael rune makes it the single-item solution to maxing your Faster Hit Recovery out.
Veil of Steel
This helmet is the ultimate in Resistances and Defense. Featuring +50% Resist All and a Massive Defense, this helmet, although rare, is
extremely good for a Werebear in need of Resistance.
String of Ears
This belt is my favorite belt in Diablo II. It features Damage Reduction,
life leech, and Magic Damage Reduction. This is definitely
an end-game belt.
Stormshield
Should you plan to use a shield, this is the shield that you will probably
want. It blocks very quickly, has a great blocking %, good
resistances, +30 to strength and 35% Damage Reduction.
With this shield equipped, a Werebear would likely be
nearly immortal (though perhaps very slow at killing as he is using a One-Handed
Weapon). Also, the high blocking % of this shield could lead to block-lock.
The Ward
This shield has huge resistances, and a good blocking percentage, making it
one of the best low-level shields you could find. I have
used this shield often when playing paladins, but never
with a druid (because I like my Two-Handers) and it IS as
good as it seems.
Moser's Blessed Circle
This shield comes with +25% Resist All, a good blocking % and blocking speed, and 2 sockets. These sockets can be a good place to put Perfect
Diamonds for additional resistances, or IAS jewels for
additional OIAS. A very good, under-rated shield.
Life/Mana Leech
Life and mana leech can be found on a wide range of equipment. Thus, the goal for this section is to find equipment with leeching abilities
that falls into multiple categories. Gloves can be found
with leech AND IAS, and resistances if you're lucky. Such
cross-category equipment is what I look for when thinking about
leech. However, in a pinch one can resort to using just generic life/mana leech rings (hopefully with resistances or AR bonuses). I have
found that a Werebear only needs one mana leech item to
leech back enough mana to keep attacking with Maul and
occasionally using Shockwave due to the large damage that
each swing of a Werebear deals. However, the amount of life leech that a Werebear
needs is more complicated, depending upon how defensive your character is,
how much you are willing to resort to using Shockwave, and how quickly you swing. Generally, if you swing slowly, you'll want more leech so
that if you miss a couple times in a row, it's not going
to be devastating to you. I generally use at least 14%
life leech and never really have too much trouble (unless
my resistances are bad and I run into an LEB).
Possible sources of life/mana leech include:
Vampire Gaze
As stated before, 6-8% dual leech. Very good helmet.
Tal Rasha's Horadric Crest
With 10% dual leech, this helm is probably the greatest leech source in the game. In addition, it comes with a built in +15 Resist All,
decent defense, +30 to mana and +60 to life. This helmet
can give Vampire Gaze a run for its money!
Stealskull
Again, as before, 5% dual leech, very good for magic finding.
Crown of Thieves
This is a solid helm which features 9-12% life leech, good bonuses to life
and mana, +25 to Dexterity, and great Defense. This helm
is quite under-rated and would be easier to acquire than
the others if you are new to Diablo II.
Greyform
This is an excellent low level armor which has life leeching abilities and
good resistances. The major drawback is the extremely low
defense.
Skin of the Flayed One
This armor is the exceptional version of Greyform. It has more defense, and useful life replenishing abilities. This is a decent armor for
the mid-game.
Cathan's Seal
This ring is extremely good early on, with its level 11 requirement, 6% life leech and Damage Reduced by 2 modifier. This ring is the basic
life leech ring that will hopefully be replaced later in
the game, though it is still decently good toward the end
of the game.
Manald Heal
The mana leech equivalent of Cathan's Seal, this ring is very useful. I have often used this even toward the end of the game as my only source
of mana leech.
Bul-Kathos' Wedding Band
For those super-rich people out there, this is the ultimate life leech ring.
It grants life leech comparable to Cathan's Seal, but also
grants additional life, stamina and +1 to All Skills. Very
good, very expensive.
Eye of Etlich
This is a great item which could be considered an end-game amulet. +1 skills, life leech, chilling duration, and cold damage make this amulet
incredibly powerful.
Crescent Moon
This amulet is a bit rarer than the Eye of Etlich, but it is definitely worth using, if you can find it. This amulet has a huge mana leech
percentage (11-15%), good life steal (3-6%) as well as +45
to mana and 10% Damage goes to mana. I use this amulet a
lot of the time, as it is a very good source of my mana
leech as well as a source of life leech.
String of Ears
As stated before, one of the best belts out there for any character.
Nosferatu's Coil
As before, this is a very good life leech belt if you can find it.
Gorefoot
If your damage is high enough, Gorefoot can supply all the mana leech you
need. 2% isn't much, but 2% of 2500 is not to be laughed
at! These boots are a bit slow at 20% Faster Run/Walk, but
are still quite good (VERY good in the early parts of the
game).
The Hand of Broc
These gloves are very good in the early game with 3% dual leech. However, I usually like to have IAS on my gloves, so I tend not to use these
except at the very beginning.
Venom Grip
These are very good gloves if you don't need any IAS as they supply 5% life leech and 5% Crushing Blow. I personally don't use them, but I
have known several people that do use them to good effect.
Other Abilities
Other useful abilities to Druids are Deadly Strike and +Skills. If you can
find any items with these that fall into any of the other
categories (or have already filled the other categories
and have an equipment spot available) these types of items
are quite useful.
Items that give +skills include:
Harlequin Crest, Tarnhelm, Eye of Etlich, Highlord's Wrath, Arkaine's Valor,Spirit Shroud, Skins of the Vipermagi and Jalal's Mane.
Items that give Deadly Strike include:
Highlord's Wrath and Gore Rider
Example Equipment Choices
Now, even broken down into categories, it might seem a bit overwhelming.
Well, it is. It's quite hard to balance all of the
equipment's abilities. Thus, I will now give an example of
what I use so that you can see an example of it all coming
together.
High Level Equipment
Weapon: Shaeled Stormspire
Armor: Duriel's Shell socketed with an Um Rune
Helmet: Jalal's Mane socketed with a Shael
Belt: String of Ears
Gloves: Magnus' Skin
Boots: Gore Rider
Amulet: Crescent Moon/Highlord's Wrath
Ring #1: Raven Frost
Ring #2: Bul Kathos' Wedding Band
Weapon Switch: Baranar's Star + Tiamat's Rebuke (for Physical Immune
Monsters)
Charms: I would use lots of +life charms to make up for all of the points
spent in strength and dexterity to use Stormspire.
Lower Level Equipment
Weapon: Shaeled Ribcracker/Shaeled Buriza
Armor: Iron Pelt Socketed with a Perfect Ruby
Helmet: Rockstopper/Stealskull
Belt: Rare belt with +Life, Mana, Hit Recovery and Resistances
Gloves: Sigon's Gage
Boots: Sigon's Sabot
Amulet: Good Rare Amulet/Eye of Etlich
Ring #1: Cathan's Seal/Raven Frost
Ring #1: Manald Heal
Really Low Level Equipment
Weapon: Khalim's Will/The General's Tan Do Li Ga
Armor: Greyform/Twitchthroe
Helmet: Tarnhelm
Belt: Rare/Magical/Nightsmoke
Gloves: Bloodfist
Boots: Gorefoot
Amulet: Angelic Wings
Ring #1: Cathan's Seal
Ring #2: Angelic Halo
Basically, each grouping has enough IAS to boost its weapon up to its maximum speed, has some items to increase AR, has one mana leech item,
has a decent amount of life leech, uses high defense
armors to take advantage of the +% Defense of the Werebear
skill, and has other good modifications, too. All three sets
are configured for speed to grant the absolute maximum flexibility when fighting
as well as enough defense to keep the Werebear alive.
Stat Point Allocation
Once you have determined what types of equipment you want to be able to use,
it is time to figure out how to spend your stat points. I
would recommend using the minimum number of points that
you can on Dexterity and Strength for the equipment that
you can, conceivably, see yourself using. Also, if you think that
you will find something better, give yourself some breathing room by perhaps
adding a bit more into the category that you might need it. Just remember
that every point you spend in strength and dexterity is a point that could
have been spent in vitality, getting you more life. :-)
The one exception to this rule that I follow is that I always raise my base dexterity to 50 or 60, even if I'm going for a Maul-class weapon. I've found that 50 or 60 dexterity helps to decrease my
reliance upon AR equipment just enough to allow myself
flexibility in creating my character. Other people may advocate
leaving the dexterity at a bare minimum if you won't need it for your weapon,
but I would respond that those people are painting themselves into a corner,
making it so that they can't change their character part-way through the
game if they so desire.
Once you've figured out how much strength and dexterity you will be needing, (Giant Threshers are 188 strength, 140 dexterity, Ogre Mauls are
225 Strength, Thunder Mauls 253 Strength, Champion Axes
167 Strength and 59 Dexterity, Buriza is 110 Strength and
88 Dexterity) then the rest of the points can go into Vitality,
hopefully raising your life to insane levels!
As for how to go about assigning these points as you level, I would suggest a moderate approach. Place as many points into vitality as you can,
while still having enough strength and dexterity to use
your next "step-up" weapon. To clarify, I'll
give the example of how I place my stat points. Initially
I put the first two levels into vitality. I've found that this makes it
easier to stay alive in the early levels as well as increasing my stamina so
that I can run father distances without having to stand around
waiting for it to recharge. Next, I pump strength up so
that I can equip Sigon's Gage and Sabot. I do this because
the extra run/walk speed of the Sabot is quite useful early
on and the life leech/IAS of the Gage (as well as the +10 strength) makes
the early going a piece of cake. Having
reached 60 strength I spend some time placing points into dexterity and vitality
until I feel that both are doing well.
Usually, this means 50 of each. Upon reaching what I consider
to be my minimum for vitality points in normal difficulty, I continue to pump
strength/dexterity up so that I can use my next weapon at as low a level as
possible (ie 95 strength at level 28 for Hwanin's Bill and then more strength/dex
if I have a good exceptional or elite rare to switch to from Ribcracker/Steeldriver....
Currently, my next step is a 240 damage, 40% IAS, level 45 Ogre Axe... 195
strength and 75 dexterity). When I get a chance, I continue to improve my
vitality so that I have at least 80 or 100 vitality at the end of nightmare
difficulty.
Finally, I finish off my strength/dexterity so that I can reach the
requirements for my end-game weapon. After this, it is all
vitality. There is only one more thing that must be looked
at when choosing your equipment: your choice of mercenary.
Mercenaries
If chosen wisely, a mercenary can make a big difference in how easily you
move through the game. There are basically two trains of
thought for this subject:
1. Use the Mercenary to enhance your strengths
2. Use the Mercenary to try to shore up your weaknesses
Both of these ideas are valid. It is useful to be able to increase your power
by non-equipment means. Likewise, it can be just as useful
to eliminate any weaknesses you might have. At this point,
it really comes down to personal preference so rather than
state one end-all, be-all selection for mercenary, I will
merely look at the available possibilities and give my advice for how they can fit into these groups.
Rogues
These mercs provide a ranged attack that is dependent upon their equipment. This, by itself, is not particularly useful for a Werebear that
can dish out huge amounts of physical damage, but the
Rogues also can use special attacks. Fire and Cold Arrow
are useful attacks for dealing with physical immunes. As of right
now, Fire Arrows convert ALL of their damage to fire damage, rather than just
the damage from the Fire, thus it can be very useful for a Werebear who meets
a monster it just can't dent.
However, the real power of this merc appears once you outfit it with +3 to
all skills (this can be found with items such as Tarnhelm,
Harlequin Crest, Silks of the Victor, Skins of the
Vipermagi, Skystrike, or Cliffkiller). Although generally
considered a bug (so many people refuse to use it) +3 to skills makes a
Rogue mercenary use a short-range lightning blast attack similar to Diablo's.
This attack can make quick work of physical immunes as well as looking very cool! Again, this is widely considered a bug and so might be
changed with a patch. However, if you would like to try it
out for the time being, it is quite powerful and is my
choice of mercenary for my Werebear as it can definitely help
with physical immunes (thus fitting into the category of shoring up the major
weakness of Werebears). This is a very useful merc if you're willing to use
it.
Town Guards
These guys can come with various Auras, so I will go through, Aura by Aura, giving my take on each one. Prayer: Since a
Werebear has a ton of life and Prayer only gives a small amount of
replenish life, this mercenary is nearly worthless.
Thorns: Werebears are made to tank. This merc would help you deal back damage
in retribution to anything that attacks you. However,
since Werebears tend to have a high defense and monsters
don't do THAT much damage, this tends to be rather useless
as it doesn't really enhance a strength nor fix a weakness. This mercenary
is somewhat useful, but there are better.
Defiance: This mercenary can be a definite step toward enhancing one of the Werebear's main strengths, it's ability to tank. Defiance will
add a huge amount of defense, making Werebears even better
tanks. However, this ability is moot if you make liberal
use of Shockwave and so never get attacked. I would say
that this merc is useful, but there are better ones out there.
Holy Freeze: This aura can be a huge help for a Werebear tank. Similar to Defiance, this aura will help you to tank for longer since the
monsters will be moving very slowly. This is especially
useful in that it slows the game down, a definite
advantage to a Werebear who selects a slow weapon. However, just like Defiance,
this can be completely useless if you use Shockwave, as that makes the
monsters stop entirely. That being said, this is a popular choice of merc as it helps quite a bit and is less prone to dying.
Blessed Aim: Mercenaries with this aura can be a huge boon to a Werebear who
is short on Attack Rating. However, AR isn't really that
difficult to come by and this merc would tend to die a lot
as it is not very defensive in nature. Though it seems
like it would be a useful merc, this type of mercenary just doesn't seem
quite as useful when put into practice. Again, there are better mercs out there.
Might: Might can help maximize a Werebear's damage and so this merc is quite popular. However, like a Blessed Aim merc, this mercenary tends
to die off quite easily and so might be more trouble than
it is worth. This being said, for those of you out there
that can't stand to play unless you have the MOST damage
possible, then this is the merc for you. As this mercenary definitely enhances
a Werebear's strength, it can be quite useful.
Sorcerers
These mercenaries come in two basic varieties: high damage/easily dying, and lower damage/more durable types. The lightning and fire Sorcerers
are good at dishing out damage, but they tend to die off
quite easily due to their low hp values. The fire version
is particularly bad at this, as it will tend to cast Inferno
when at melee range rather than run away. However, these mercenaries do decent
amounts of elemental damage and so can take care of physical immunes. The
more durable Sorcerer is the cold Sorcerer. By using Glacial Spike and other cold spells, this mercenary can freeze monsters in their tracks.
However, a Werebear is much better at "freezing"
things through the use of Shockwave (which isn't stopped
by Cold Immunity, too). Given the weaknesses of these
mercenaries, if you are looking for a merc with lots of elemental damage and
don't want to use a +3 skill Rogue, then Sorcerers can definitely fill that role.
Barbarians
These are the mercs that do the most physical damage and are quite good at tanking, thus making them great for mage-type characters.
However, no matter how hard you try, a Werebear will
ALWAYS be a better tank that does more damage than these
guys will. In addition, they offer a Werebear exactly no tactical advantage.
Thus, if you want to increase your physical damage output, I would suggest
a Might Town Guard over a Barbarian because you are much better off just
enhancing your own damage than having another, weaker version of yourself following you around. The way I see it, this is definitely NOT
the merc for a Werebear.
Now with equipment information taken care of, it's time to move on to the Strategies for Werebear Combat.
PvM Combat
Strategies
Now with all of the number crunching and planning out of the way, it's time
to play the Werebear! Playing a
Werebear is not overly difficult, thanks to the insane amount of life that
a Werebear gains. A Werebear can be played in a similar way to a Melee Paladin
or Barbarian, but this would result in not playing the character as powerfully
as possible. There are a few striking differences to playing a Werebear
as opposed to the other melee classes.
Shockwave
The first major difference is Shockwave. This skill is the ultimate
"panic button". In nearly any emergency, using
Shockwave guarantees that the approaching monsters will
stop in their tracks, unable to do anything as you pound
away. Thus, if you want to play it safe, the first thing you would do whenever
faced by an approaching pack of monsters is use Shockwave.
Aiming: There are a few things to remember about aiming Shockwave. First is
that the closer to your Werebear that you aim when using
shockwave, the more spread out the waves get, and so the
more area you can cover with one shot. Thus, in general,
it's a good idea to aim as close to your Werebear's feet as you can. Just
be careful because if you aim too close you can actually end up MISSING monsters
right in front of you as the Shockwave bolts shoot to either side of the
monsters.
The next thing to remember is that the waves travel a set distance across the screen of a few yards. Thus, you DO need to be fairly close to
your target in order to hit it with Shockwave. Finally,
there are some types of monsters that are particularly annoying to a Werebear
and should be Shockwaved as soon as possible.
Monsters that use Stun
In particular, Yetis and Urdars are especially annoying to a Werebear. If you are not using a very fast attacking weapon and a lot of Faster
Hit Recovery equipment (common breakpoints are 48% and
125% Faster Hit Recovery), monsters with stun can cause a
very slow death as you stand there stunned and they whittle
away at your enormous life total. I have found that, with a slow weapon,
even three of these monsters can be enough to leave a Werebear nearly stunlocked.
In a situation like this there are two things you can do:
Shockwave - Switch to Shockwave and hold the button down, hoping to stun them
so that you can attack them. Remember to use Shockwave
again before they come out of the stun or the whole
situation will repeat itself.
Run Away - Hey, it even happens to the best of us. If you find yourself in a
bit of a jam, don't feel bad about having to run away.
Think of it as a tactical retreat! Now,
there actually is more to running away than one might expect. The secret is to run far enough away, fast enough that only about 1/2 the
monsters follow you all the way. This way, you can reduce
their ranks and then kill them in smaller, more manageable
groups. I have found that running away about one and a half
or two screens quickly and then turning around to fight whatever has followed
you (with 20-40% Faster Run/Walk boots) works quite well. Sometimes, however,
even just initial separation from the monsters can be enough to turn the
battle in your favor as the monsters take about a second to attack you once they reach you. Of course, if you use Shockwave as they're
approaching, it's even better as they can then stand
there, stunned, while you wail away.
Mages
These guys are a pain. Werebears that use Two-Handed Weapons tend to have somewhat bad resistances so mage monsters in Hell can tear them
up. This is where a solid strategy can come in handy. When
you initially run up to a group of monsters, check to see
what the group is composed of. If it's all mages, then run
up, Shockwave them, and kill them. If it's a group of mostly mages, but
some melee attackers, run past the meleers and kill the mages as before, and
then target the meleers. This way, you can keep the mages from pounding on you as you engage the melee monsters. This is an especially sound
plan if you are facing Oblivion Knights as their Iron
Maiden curse can spell almost instant doom to a Werebear
with little Damage Reduction and life leech. However, in groups
of mostly melee monsters or 50/50 splits, it can often be difficult to target
the mages initially. Another strategy is required.
The "Tactical Retreat" - As before, you can take advantage of
monster AI's by running away from the mob as detailed
above. This will cause the melee monsters to follow you
(and perhaps one or two ranged monsters). Now you can shockwave
the group and kill whatever melee monsters remain. Thus, when you run forward
to engage the rest of the group, it will likely be mostly ranged attackers
and you can take care of them as detailed above.
Physical Immunes
These guys are a pain. Since a Druid cannot cast Elemental spells while shape-shifted, physical immune monsters can stop a Werebear dead
in its tracks. If you are dead set on killing the monster,
the best advice I can give here is to find yourself a very
fast attacking weapon and use elemental damage from the weapon,
charms, and possibly Fire Claws to whittle down the monster's life.
Good weapons to switch to in this case are Baranar's Star for massive
elemental damage or a 6-Shael Phase Blade for massive
speed, where you can get your elemental damage from
another source. In both of these cases, Tiamat's Rebuke is
a great shield to use as it adds additional elemental damage to your attack, allowing you to knock down the monster that much quicker. Again,
Fire Claws is actually fairly decent in this situation, so
if you have put points into it, this is where it will
shine. Just make sure that you don't run out of mana with no
other source of elemental damage equipped.
Last Words
Basically, use your common sense. If a battle suddenly turns against you,
don't feel the need to tank the whole group, use Shockwave
and retreating to your advantage. Also, when facing
Andariel, Mephisto, Diablo, and Baal, don't feel like you
can't move around. If you've just been hit by a hard attack, it can often
be useful to disengage from melee for a few seconds, re-group, and let health
potions take effect. If you have spent points on summonable animals, this
is where they will be extremely handy, allowing you to disengage whenever something big is coming (like Diablo's Firestorm or Lighting
Blast attacks) and not have to worry about the boss
following right on your heels.
Special Note for Lister - When fighting Lister and the Minions of
Destruction, Shockwave is your friend. It can leave all of
the Minions except Lister stunned while you kill them
one-by-one, always making sure to re-stun them whenever it is
about to run off. If they start landing hits on you before you can stun them,
run back a few paces, turn and fire Shockwave. This is perhaps the best place
in the game for this skill as it makes this usually difficult battle laughably
easy.
Finally, let me end by saying that your tactics should probably be changed slightly as your attack rate changes. A very fast attacking
Werebear can run the risk of staying in a battle until the
last second before disengaging, while a slower attacking
Werebear should probably play it more safe, leaving combat sooner.
This is why I tend to favor the faster weapons as they allow you more flexibility
in battle, allowing you to change from your current attack to Shockwave
should the tides of battle turn against you.
I hope that this guide will leave you with the information and ideas
necessary to create a Werebear that strikes fear into the hearts of the demons
of Hell. If you have any comments/suggestions about this guide, feel free to
email me here.
Thanks
Thanks to Ebony Flame (dkass), T_Hawk, NakedBabe, and Trucidation of the
Lurker Lounge for their derivation work for Wereform
Attack Rates which got me so excited about Wereform Speed
and Damage Calculation. I'd also like to thank
Occhidiangela of the Lurker Lounge for his insight as to the
use of Vines as I've never been able to use them (stupid slow computers!) Jurts has also been helpful for this process as I thank him for
letting me host his analysis on Attack Rating in my guide. Others for Input/Corrections: Baranor, Clas, Copadope,
Dirk_Diggler, Ender, Gakerd, Mephista, ozwakyambi,
Targetam, Warblade
Appendix I
Selected Values for
the Buriza-Do Kyanon
Exceptional: Unique Ballista
OIAS is across the top, WIAS is down the left.
| -- |
0 |
5 |
10 |
15 |
20 |
25 |
30 |
35 |
40 |
45 |
50 |
55 |
60 |
65 |
70 |
| 80 |
9 |
9 |
9 |
9 |
9 |
9 |
9 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
| 95 |
8 |
8 |
8 |
8 |
8 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
| 100 |
8 |
8 |
8 |
8 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
Buriza-Do
Kyanon
Two-Hand Damage: (85-102) To (142.5-415.5)
Required Level: 41
Required Strength: 110
Required Dexterity: 80
Adds 32-196 Cold Damage - 4 Second Duration
Piercing Attack
Freezes Target
+75-150 Defense
+35 to Dexterity
80% Increased Attack Speed
Attack Speed Breakpoints (80% WIAS):
0% OIAS = 9 frame attack
35% OIAS = 8 frame attack
With an IAS Jewel (95% WIAS):
0% OIAS = 8 frame attack
25% OIAS = 7 frame attack
With a Shael Rune (100% WIAS):
0% OIAS = 8 frame attack
20% OIAS = 7 frame attack
Appendix II
Selected Values for
Baranar's Star
Elite: Unique Devil Star
OIAS is across the top, WIAS is down the left.
| -- |
0 |
5 |
10 |
15 |
20 |
25 |
30 |
35 |
40 |
45 |
50 |
55 |
60 |
65 |
70 |
| 50 |
12 |
12 |
12 |
11 |
11 |
11 |
11 |
11 |
11 |
10 |
10 |
10 |
10 |
10 |
10 |
| 65 |
10 |
10 |
10 |
10 |
10 |
10 |
10 |
10 |
9 |
9 |
9 |
9 |
9 |
9 |
9 |
| 70 |
9 |
9 |
9 |
9 |
9 |
9 |
9 |
9 |
9 |
8 |
8 |
8 |
8 |
8 |
8 |

Baranar's Star
One-Hand Damage: 132 To 162
Required Level: 65
Required Strength: 153
Required Dexterity: 44
150% Damage To Undead
Adds 1-200 Fire Damage
Adds 1-200 Cold Damage
Adds 1-200 Lightning Damage
50% Increased Attack Speed
200% Bonus To Attack Rating
+15 to Dexterity
+15 To Strength
Attack Speed Breakpoints (50% WIAS):
0% OIAS = 12 frame attack
15% OIAS = 11 frame attack
45% OIAS = 10 frame attack
With an IAS Jewel (65% WIAS):
0% OIAS = 10 frame attack
40% OIAS = 9 frame attack
With a Shael Rune (70% WIAS):
0% OIAS = 9 frame attack
45% OIAS = 8 frame attack
Appendix III
One-Handed Weapons with
Base Speed 30
Elite: Phase Blade
Exceptional: Cutlass
Normal: None
OIAS is across the top, WIAS is down the left.
| -- |
0 |
5 |
10 |
15 |
20 |
25 |
30 |
35 |
40 |
45 |
50 |
55 |
60 |
65 |
70 |
| 0 |
13 |
12 |
12 |
11 |
11 |
11 |
10 |
10 |
10 |
10 |
10 |
10 |
9 |
9 |
9 |
| 5 |
12 |
12 |
11 |
11 |
11 |
10 |
10 |
10 |
10 |
10 |
10 |
9 |
9 |
9 |
9 |
| 10 |
11 |
10 |
10 |
10 |
10 |
10 |
9 |
9 |
9 |
9 |
9 |
9 |
9 |
8 |
8 |
| 15 |
10 |
10 |
10 |
10 |
10 |
9 |
9 |
9 |
9 |
9 |
9 |
9 |
8 |
8 |
8 |
| 20 |
9 |
9 |
9 |
9 |
9 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
| 25 |
9 |
9 |
9 |
9 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
| 30 |
8 |
8 |
8 |
8 |
8 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
| 35 |
8 |
8 |
8 |
8 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
| 40 |
8 |
8 |
8 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
| 45 |
7 |
7 |
7 |
7 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
| 50 |
7 |
7 |
7 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
| 55 |
7 |
7 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
| 60 |
7 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
| 65 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
| 70 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
| 75 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
| 80 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
| 85 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
| 90 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
| 95 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
| 100 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
| 105 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
| 110 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
| 115 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
| 120 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
Popular Weapons of this
type:

Lightsabre
One-Hand Damage: (90-106) To (120-138)
Required Level: 58
Required Strength: 25
Required Dexterity: 136
Adds 60-120 Magic Damage
Adds 1-200 Lightning Damage
5-8% Mana Stolen Per Hit
5% Chance To Cast Chain Lightning On Attack
20% Increased Attack Speed
Ignore Target's Defense
Lightning Absorb
+7 To Light Radius
Attack Speed Breakpoints (20% WIAS):
0% OIAS = 9 frame attack
25% OIAS = 8 frame attack
With an IAS Jewel (35% WIAS):
0% OIAS = 8 frame attack
20% OIAS = 7 frame attack
With a Shael Rune (40% WIAS):
0% OIAS = 8 frame attack
15% OIAS = 7 frame attack
Appendix IV
One-Handed Weapons with
Base Speed 10
Elite: Caduceus, Cryptic Sword, Elegant Blade, Scourge, Truncheon, War Spike
Exceptional: Crowbill, Cudgel, Divine Scepter, Knout, Rune Sword, Shamshir
Normal: Club, Flail, Long Sword, Military Pick, Sabre, War Scepter
OIAS is across the top, WIAS is down the left.
| -- |
0 |
5 |
10 |
15 |
20 |
25 |
30 |
35 |
40 |
45 |
50 |
55 |
60 |
65 |
70 |
| 0 |
18 |
17 |
17 |
16 |
16 |
15 |
15 |
14 |
14 |
14 |
14 |
13 |
13 |
13 |
13 |
| 5 |
16 |
16 |
15 |
15 |
14 |
14 |
14 |
13 |
13 |
13 |
13 |
12 |
12 |
12 |
12 |
| 10 |
15 |
14 |
14 |
13 |
13 |
13 |
12 |
12 |
12 |
12 |
12 |
11 |
11 |
11 |
11 |
| 15 |
14 |
14 |
13 |
13 |
13 |
12 |
12 |
12 |
12 |
12 |
11 |
11 |
11 |
11 |
11 |
| 20 |
13 |
13 |
12 |
12 |
12 |
11 |
11 |
11 |
11 |
11 |
10 |
10 |
10 |
10 |
10 |
| 25 |
13 |
12 |
12 |
12 |
11 |
11 |
11 |
11 |
11 |
10 |
10 |
10 |
10 |
10 |
10 |
| 30 |
11 |
11 |
11 |
11 |
10 |
10 |
10 |
10 |
10 |
10 |
9 |
9 |
9 |
9 |
9 |
| 35 |
11 |
11 |
11 |
10 |
10 |
10 |
10 |
10 |
10 |
9 |
9 |
9 |
9 |
9 |
9 |
| 40 |
10 |
10 |
9 |
9 |
9 |
9 |
9 |
9 |
9 |
9 |
8 |
8 |
8 |
8 |
8 |
| 45 |
10 |
9 |
9 |
9 |
9 |
9 |
9 |
9 |
9 |
8 |
8 |
8 |
8 |
8 |
8 |
| 50 |
9 |
9 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
7 |
7 |
7 |
7 |
| 55 |
9 |
9 |
9 |
9 |
8 |
8 |
8 |
8 |
8 |
8 |
7 |
7 |
7 |
7 |
7 |
| 60 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
7 |
7 |
7 |
7 |
7 |
7 |
| 65 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
6 |
6 |
| 70 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
6 |
6 |
6 |
| 75 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
6 |
6 |
6 |
6 |
| 80 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
6 |
6 |
6 |
6 |
6 |
| 85 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
| 90 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
| 95 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
| 100 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
Popular Weapons of this type:

Cruel Cryptic Sword of Quickness
One-Hand Damage: (18-24) To (234-312)
Required Level: 66?
Required Strength: 99
Required Dexterity: 109
40% Increased Attack Speed
Attack Speed Breakpoints (40% WIAS):
0% OIAS = 10 frame attack
10% OIAS = 9 frame attack
50% OIAS = 8 frame attack
With one Shael Rune (60% WIAS):
0% OIAS = 8 frame attack
45% OIAS = 7 frame attack
With two Shael Runes (80% WIAS):
0% OIAS = 7 frame attack
50% OIAS = 6 frame attack
With three Shael Runes (100% WIAS):
0% OIAS = 6 frame attack
Appendix V
One-Handed Weapons with
Base Speed 0
Elite: Berserker Axe, Conquest Sword, Falcata, Mythical Sword, Reinforced Mace,
Tomahawk, Tyrant Club
Exceptional: Ancient Sword, Barbed Club, Battle Sword, Dimensional Blade,
Flanged Mace, Gladius, Hatchet, Naga
Normal: Broad Sword, Crystal Sword, Hand Axe, Mace, Short Sword, Spiked Club,
War Axe, War Sword
OIAS is across the top, WIAS is down the left.
| -- |
0 |
5 |
10 |
15 |
20 |
25 |
30 |
35 |
40 |
45 |
50 |
55 |
60 |
65 |
70 |
| 0 |
22 |
22 |
21 |
20 |
19 |
19 |
18 |
18 |
17 |
17 |
17 |
16 |
16 |
16 |
15 |
| 5 |
20 |
19 |
19 |
18 |
18 |
17 |
17 |
16 |
16 |
16 |
15 |
15 |
15 |
15 |
14 |
| 10 |
18 |
18 |
17 |
17 |
16 |
16 |
15 |
15 |
15 |
14 |
14 |
14 |
14 |
14 |
13 |
| 15 |
17 |
16 |
15 |
15 |
15 |
14 |
14 |
14 |
14 |
13 |
13 |
13 |
13 |
13 |
12 |
| 20 |
15 |
15 |
14 |
14 |
13 |
13 |
13 |
13 |
12 |
12 |
12 |
12 |
12 |
12 |
11 |
| 25 |
15 |
14 |
14 |
13 |
13 |
13 |
13 |
12 |
12 |
12 |
12 |
12 |
12 |
11 |
11 |
| 30 |
13 |
13 |
13 |
12 |
12 |
12 |
12 |
11 |
11 |
11 |
11 |
11 |
11 |
11 |
10 |
| 35 |
13 |
13 |
12 |
12 |
12 |
12 |
11 |
11 |
11 |
11 |
11 |
11 |
11 |
10 |
10 |
| 40 |
12 |
11 |
11 |
11 |
11 |
11 |
11 |
10 |
10 |
10 |
10 |
10 |
10 |
10 |
10 |
| 45 |
11 |
11 |
11 |
11 |
11 |
10 |
10 |
10 |
10 |
10 |
10 |
10 |
10 |
10 |
9 |
| 50 |
10 |
10 |
10 |
10 |
10 |
9 |
9 |
9 |
9 |
9 |
9 |
9 |
9 |
9 |
9 |
| 55 |
10 |
10 |
10 |
10 |
9 |
9 |
9 |
9 |
9 |
9 |
9 |
9 |
9 |
9 |
8 |
| 60 |
9 |
9 |
9 |
9 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
| 65 |
9 |
9 |
9 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
| 70 |
9 |
9 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
| 75 |
8 |
8 |
8 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
| 80 |
8 |
8 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
| 85 |
8 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
| 90 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
| 95 |
7 |
7 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
| 100 |
7 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
Popular Weapons of this type:

Cruel Mythical Sword of Quickness
One-Hand Damage: (120-160) To (156-208)
Required Level: 66?
Required Strength: 147
Required Dexterity: 124
40% Increased Attack Speed
Attack Speed Breakpoints (40% WIAS):
0% OIAS = 12 frame attack
5% OIAS = 11 frame attack
35% OIAS = 10 frame attack
With one Shael Rune (60% WIAS):
0% OIAS = 9 frame attack
20% OIAS = 8 frame attack
With two Shael Runes (80% WIAS):
0% OIAS = 8 frame attack
10% OIAS = 7 frame attack
With three Shael Runes (100% WIAS):
0% OIAS = 7 frame attack
5% OIAS = 6 frame attack
Appendix VI
Two-Handed Axes/Mauls/Polearms/Staves
with Weapon Speed -20
Elite: Archon Staff, Thunder Maul
Exceptional: Martel de Fer, Rune Staff
Normal: Great Maul, War Staff
OIAS is across the top, WIAS is down the left.
| -- |
0 |
5 |
10 |
15 |
20 |
25 |
30 |
35 |
40 |
45 |
50 |
55 |
60 |
65 |
70 |
| 0 |
31 |
30 |
28 |
27 |
26 |
25 |
24 |
23 |
23 |
22 |
22 |
21 |
21 |
20 |
20 |
| 5 |
28 |
27 |
25 |
24 |
23 |
23 |
22 |
21 |
21 |
20 |
20 |
20 |
19 |
19 |
19 |
| 10 |
24 |
23 |
22 |
21 |
20 |
20 |
19 |
19 |
18 |
18 |
18 |
17 |
17 |
17 |
16 |
| 15 |
22 |
21 |
20 |
19 |
19 |
18 |
18 |
17 |
17 |
17 |
16 |
16 |
16 |
15 |
15 |
| 20 |
21 |
20 |
19 |
19 |
18 |
18 |
17 |
17 |
17 |
16 |
16 |
16 |
15 |
15 |
15 |
| 25 |
19 |
18 |
17 |
17 |
17 |
16 |
16 |
15 |
15 |
15 |
15 |
15 |
14 |
14 |
14 |
| 30 |
17 |
16 |
16 |
16 |
15 |
15 |
15 |
14 |
14 |
14 |
14 |
14 |
13 |
13 |
13 |
| 35 |
15 |
15 |
15 |
14 |
14 |
14 |
13 |
13 |
13 |
13 |
13 |
12 |
12 |
12 |
12 |
| 40 |
15 |
15 |
14 |
14 |
14 |
13 |
13 |
13 |
13 |
13 |
12 |
12 |
12 |
12 |
12 |
| 45 |
14 |
13 |
13 |
13 |
12 |
12 |
12 |
12 |
12 |
11 |
11 |
11 |
11 |
11 |
11 |
| 50 |
13 |
13 |
13 |
12 |
12 |
12 |
12 |
12 |
11 |
11 |
11 |
11 |
11 |
11 |
11 |
| 55 |
12 |
12 |
11 |
11 |
11 |
11 |
11 |
11 |
10 |
10 |
10 |
10 |
10 |
10 |
10 |
| 60 |
12 |
11 |
11 |
11 |
11 |
11 |
11 |
10 |
10 |
10 |
10 |
10 |
10 |
10 |
10 |
| 65 |
10 |
10 |
10 |
10 |
10 |
10 |
9 |
9 |
9 |
9 |
9 |
9 |
9 |
9 |
9 |
| 70 |
10 |
10 |
10 |
10 |
10 |
9 |
9 |
9 |
9 |
9 |
9 |
9 |
9 |
9 |
9 |
| 75 |
9 |
9 |
9 |
9 |
9 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
| 80 |
9 |
9 |
9 |
9 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |

Cranium Basher
Two-Hand Damage: (113-125.4) To (563-635.4)
Required Level: 87
Required Strength: 253
150% Damage To Undead
75% Chance Of Crushing Blow
4% Chance To Cast Level 1 Amplify Damage On Attack
20% Increased Attack Speed
All Resistances +25
+25 To Strength
Indestructible
Attack Speed Breakpoints (20% WIAS):
0% OIAS = 21 frame attack
5% OIAS = 20 frame attack
10% OIAS = 19 frame attack
20% OIAS = 18 frame attack
30% OIAS = 17 frame attack
45% OIAS = 16 frame attack
60% OIAS = 15 frame attack
With an IAS Jewel (35% WIAS):
0% OIAS = 15 frame attack
15% OIAS = 14 frame attack
30% OIAS = 13 frame attack
55% OIAS = 12 frame attack
With a Shael Rune (40% WIAS):
0% OIAS = 15 frame attack
10% OIAS = 14 frame attack
25% OIAS = 13 frame attack
50% OIAS = 12 frame attack |

Steeldriver
Two-Hand Damage: (97.5-136.5) To (147.5-206.5)
Required Level: 29
Required Strength: 50
Durability: 60
150% Damage To Undead
40% Increased Attack Speed
Requirements -50%
Heal Stamina plus 25%
Attack Speed Breakpoints (40% WIAS):
0% OIAS = 15 frame attack
10% OIAS = 14 frame attack
25% OIAS = 13 frame attack
50% OIAS = 12 frame attack
With an IAS Jewel (55% WIAS):
0% OIAS = 12 frame attack
10% OIAS = 11 frame attack
40% OIAS = 10 frame attack
With a Shael Rune (60% WIAS):
0% OIAS = 12 frame attack
5% OIAS = 11 frame attack
35% OIAS = 10 frame attack |
Appendix VIII
Two-Handed Axes/Mauls/Polearms/Staves
with Weapon Speed 0
Elite: Great Poleaxe, Shillelah, Silver Edged Axe
Exceptional: Bearded Axe, Bec-De-Corbin, Bill, Gothic Staff, Quarter Staff
Normal: Battle Staff, Broad Axe, Halberd, Long Staff, Voulge
OIAS is across the top, WIAS is down the left.
| -- |
0 |
5 |
10 |
15 |
20 |
25 |
30 |
35 |
40 |
45 |
50 |
55 |
60 |
65 |
70 |
| 0 |
20 |
19 |
18 |
18 |
17 |
17 |
16 |
16 |
15 |
15 |
15 |
14 |
14 |
14 |
14 |
| 5 |
18 |
17 |
17 |
16 |
15 |
15 |
15 |
14 |
14 |
14 |
14 |
13 |
13 |
13 |
13 |
| 10 |
16 |
15 |
15 |
15 |
14 |
14 |
14 |
13 |
13 |
13 |
12 |
12 |
12 |
12 |
12 |
| 15 |
14 |
14 |
14 |
13 |
13 |
13 |
12 |
12 |
12 |
12 |
11 |
11 |
11 |
11 |
11 |
| 20 |
14 |
14 |
13 |
13 |
13 |
12 |
12 |
12 |
12 |
11 |
11 |
11 |
11 |
11 |
11 |
| 25 |
13 |
12 |
12 |
12 |
11 |
11 |
11 |
11 |
11 |
10 |
10 |
10 |
10 |
10 |
10 |
| 30 |
12 |
12 |
12 |
11 |
11 |
11 |
11 |
11 |
10 |
10 |
10 |
10 |
10 |
10 |
10 |
| 35 |
11 |
11 |
10 |
10 |
10 |
10 |
10 |
10 |
9 |
9 |
9 |
9 |
9 |
9 |
9 |
| 40 |
11 |
10 |
10 |
10 |
10 |
10 |
10 |
9 |
9 |
9 |
9 |
9 |
9 |
9 |
9 |
| 45 |
10 |
9 |
9 |
9 |
9 |
9 |
9 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
| 50 |
9 |
9 |
9 |
9 |
9 |
9 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
| 55 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
| 60 |
8 |
8 |
8 |
8 |
8 |
8 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
| 65 |
8 |
8 |
8 |
8 |
8 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
| 70 |
8 |
8 |
8 |
8 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
| 75 |
7 |
7 |
7 |
7 |
7 |
7 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
| 80 |
7 |
7 |
7 |
7 |
7 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
Popular Weapons of this type:

Ribcracker
Two-Hand Damage: (57-66) To (146-173)
Required Level: 31
Required Strength: 25
Durability: 130
150% Damage To Undead
50% Chance Of Crushing Blow
50% Increased Attack Speed
50% Faster Hit Recovery
+100% Enhanced Defense
+100 Defense
+15 To Dexterity
Attack Speed Breakpoints (50% WIAS):
0% OIAS = 9 frame attack
30% OIAS = 8 frame attack
With an IAS Jewel (65% WIAS):
0% OIAS = 8 frame attack
25% OIAS = 7 frame attack
With a Shael Rune (70% WIAS):
0% OIAS = 8 frame attack
20% OIAS = 7 frame attack
Appendix IX
Two-Handed Axes/Mauls/Polearms/Staves
with Weapon Speed 10
Elite: Champion Axe, Giant Thresher, Thresher, Walking Stick
Exceptional: Battle Scythe, Gothic Axe, Grim Scythe, Jo Staff, Military
Axe
Normal: Great Axe, Large Axe, Scythe, Short Staff, War Scythe
OIAS is across the top, WIAS is down the left.
| -- |
0 |
5 |
10 |
15 |
20 |
25 |
30 |
35 |
40 |
45 |
50 |
55 |
60 |
65 |
70 |
| 0 |
16 |
15 |
15 |
14 |
14 |
13 |
13 |
13 |
12 |
12 |
12 |
12 |
12 |
11 |
11 |
| 5 |
14 |
14 |
13 |
13 |
13 |
12 |
12 |
12 |
11 |
11 |
11 |
11 |
11 |
10 |
10 |
| 10 |
14 |
13 |
13 |
13 |
12 |
12 |
12 |
11 |
11 |
11 |
11 |
11 |
10 |
10 |
10 |
| 15 |
12 |
12 |
12 |
11 |
11 |
11 |
11 |
10 |
10 |
10 |
10 |
10 |
10 |
9 |
9 |
| 20 |
12 |
12 |
11 |
11 |
11 |
11 |
10 |
10 |
10 |
10 |
10 |
10 |
9 |
9 |
9 |
| 25 |
11 |
10 |
10 |
10 |
10 |
9 |
9 |
9 |
9 |
9 |
9 |
9 |
9 |
8 |
8 |
| 30 |
10 |
10 |
10 |
10 |
9 |
9 |
9 |
9 |
9 |
9 |
9 |
9 |
8 |
8 |
8 |
| 35 |
9 |
9 |
9 |
9 |
9 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
7 |
| 40 |
9 |
9 |
9 |
9 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
7 |
7 |
| 45 |
8 |
8 |
8 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
| 50 |
8 |
8 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
| 55 |
8 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
| 60 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
6 |
| 65 |
7 |
7 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
| 70 |
7 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
| 75 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
| 80 |
6 |
6 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
Popular Weapons of this type:

Stormspire
Two-Hand Damage: (102.5-143.5) To (287.5-402.5)
Required Level: 70
Required Strength: 188
Required Dexterity: 140
Adds 1-237 Lightning Damage
2% Chance to Cast Lvl 31 Charged Bolt When Struck
5% Chance To Cast Lvl 5 Chain Lightning When Struck
30% Increased Attack Speed
+50% Lightning Resistance
+10 To Strength
Attacker Takes Lightning Damage of 27
Indestructible
Attack Speed Breakpoints (30% WIAS):
0% OIAS = 10 frame attack
20% OIAS = 9 frame attack
60% OIAS = 8 frame attack
With an IAS Jewel (45% WIAS):
0% OIAS = 8 frame attack
15% OIAS = 7 frame attack
With a Shael Rune (50% WIAS):
0% OIAS = 8 frame attack
10% OIAS = 7 frame attack |

Messerschmidt's Reaver
Two-Hand Damage: 180 To (287.5-532.5)
Required Level: 70
Required Strength: 167
Required Dexterity: 59
Durability: 75
Adds 20-240 Fire Damage
+100% To Attack Rating
+15 to Strength
+15 to Dexterity
+15 to Vitality
+15 to Energy
Attack Speed Breakpoints (0% WIAS):
0% OIAS = 16 frame attack
5% OIAS = 15 frame attack
15% OIAS = 14 frame attack
25% OIAS = 13 frame attack
40% OIAS = 12 frame attack
65% OIAS = 11 frame attack
With an IAS Jewel (15% WIAS):
0% OIAS = 12 frame attack
15% OIAS = 11 frame attack
35% OIAS = 10 frame attack
65% OIAS = 9 frame attack
With a Shael Rune (20% WIAS):
0% OIAS = 12 frame attack
10% OIAS = 11 frame attack
30% OIAS = 10 frame attack
60% OIAS = 9 frame attack |

Athena's Wrath
Two-Hand Damage: (47.5-53.2) To (116-227.8)
Required Level: 42
Required Strength: 82
Required Dexterity: 82
Durability: 82
+(1 Per Character Level) 1-99 To Life
30% Increased Attack Speed
+1-3 To Druid Skill Levels
+15 To Dexterity
Attack Speed Breakpoints (30% WIAS):
0% OIAS = 10 frame attack
20% OIAS = 9 frame attack
60% OIAS = 8 frame attack
With an IAS Jewel (45% WIAS):
0% OIAS = 8 frame attack
15% OIAS = 7 frame attack
With a Shael Rune (50% WIAS):
0% OIAS = 8 frame attack
10% OIAS = 7 frame attack |
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Appendix X
Two-Handed Axes/Mauls/Polearms/Staves
with Weapon Speed 15
Elite: Feral Axe
Exceptional: None
Normal: None
OIAS is across the top, WIAS is down the left.
| -- |
0 |
5 |
10 |
15 |
20 |
25 |
30 |
35 |
40 |
45 |
50 |
55 |
60 |
65 |
70 |
| 0 |
14 |
14 |
13 |
13 |
12 |
12 |
12 |
11 |
11 |
11 |
11 |
11 |
10 |
10 |
10 |
| 5 |
14 |
13 |
13 |
12 |
12 |
12 |
11 |
11 |
11 |
11 |
11 |
10 |
10 |
10 |
10 |
| 10 |
12 |
12 |
11 |
11 |
11 |
11 |
10 |
10 |
10 |
10 |
10 |
10 |
9 |
9 |
9 |
| 15 |
12 |
11 |
11 |
11 |
11 |
10 |
10 |
10 |
10 |
10 |
10 |
9 |
9 |
9 |
9 |
| 20 |
10 |
10 |
10 |
10 |
9 |
9 |
9 |
9 |
9 |
9 |
9 |
8 |
8 |
8 |
8 |
| 25 |
10 |
10 |
10 |
9 |
9 |
9 |
9 |
9 |
9 |
9 |
8 |
8 |
8 |
8 |
8 |
| 30 |
9 |
9 |
9 |
9 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
7 |
7 |
7 |
| 35 |
9 |
9 |
9 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
7 |
7 |
7 |
7 |
| 40 |
8 |
8 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
6 |
| 45 |
8 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
6 |
6 |
| 50 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
6 |
6 |
6 |
| 55 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
6 |
6 |
6 |
6 |
| 60 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
| 65 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
| 70 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
| 75 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
| 80 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
Appendix XI
Weapon Damage Calculations for Two-Handed Weapons
0% OIAS means this is the value for the weapon if you have no IAS equipment
except for the weapon, itself. Maxed OIAS means that this is as
fast as this
weapon can get for its WIAS value.
Buriza-Do Kyanon
Damage = 85-102 to 142.5-415.5 + 32-196 Cold
0% OIAS
Animation Length = 9
Damage/Frame = 9.44-11.33 to 15.83-46.17 + 3.56-21.78 Cold
Average = 12.64-28.75
Maxed OIAS
Animation Length = 8
Damage/Frame = 10.65-12.75 to 17.81-51.94 + 4-24.5 Cold
Average = 14.23-32.34
Shaeled Buriza-Do Kyanon
Damage = 85-102 to 142.5-415.5 + 32-196 Cold
0% OIAS
Animation Length = 8
Damage/Frame = 10.63-12.75 to 17.81-51.94 + 4-24.5 Cold
Average = 14.22-32.34
Maxed OIAS
Animation Length = 7
Damage/Frame = 12.14-14.57 to 20.36-59.36 + 4.57-28 Cold
Average = 16.25-36.96
Cranium Basher
Damage = 113-125.4 to 563-635.4
0% OIAS
Animation Length = 21
Damage/Frame = 5.38-5.97 to 26.81-31.26
Average = 16.10-18.62
Maxed OIAS
Animation Length = 15
Damage/Frame = 7.53-8.36 to 37.53-42.36
Average = 22.53-25.36
Shaeled Cranium Basher
Damage = 113-125.4 to 563-635.4
0% OIAS
Animation Length = 15
Damage/Frame = 7.53-8.36 to 37.53-42.36
Average = 22.53-25.36
Maxed OIAS
Animation Length = 12
Damage/Frame = 9.42-10.45 to 46.92-52.95
Average = 28.17-31.7
Cruel Feral Axe of Quickness
Damage = 75-100 to 369-492
0% OIAS
Animation Length = 8
Damage/Frame = 9.38-12.5 to 46.12-61.5
Average = 27.75-37
Maxed OIAS
Animation Length = 6
Damage/Frame = 12.5-16.67 to 61.5-82
Average = 37-49.34
Shaeled Cruel Feral Axe of Quickness
Damage = 75-100 to 369-492
0% OIAS
Animation Length = 6
Damage/Frame = 12.5-16.67 to 61.5-82
Average = 37-49.34
Maxed OIAS
Animation Length = 6
Damage/Frame = 12.5-16.67 to 61.5-82
Average = 37-49.34
Shael, 40%ED/IAS Jeweled Cruel Feral Axe of Quickness
Damage = 87-112 to 430-553
0% OIAS
Animation Length = 5
Damage/Frame = 17.4-22.4 to 86-110.6
Average = 51.7-66.5
Maxed OIAS
Animation Length = 5
Damage/Frame = 17.4-22.4 to 86-110.6
Average = 51.7-66.5
Shaeled (2) Cruel Feral Axe of Quickness
Damage = 75-100 to 369-492
0% OIAS
Animation Length = 5
Damage/Frame = 15-20 to 73.8-98.4
Average = 44.4-59.2
Maxed OIAS
Animation Length = 5
Damage/Frame = 15-20 to 73.8-98.4
Average = 44.4-59.2
Cruel Giant Thresher of Quickness
Damage = 120-160 to 342-456
0% OIAS
Animation Length = 9
Damage/Frame = 13.33-17.78 to 38-50.67
Average = 25.66-34.22
Maxed OIAS
Animation Length = 7
Damage/Frame = 17.14-22.86 to 48.86-65.14
Average = 33-44
Shaeled Cruel Giant Thresher of Quickness
Damage = 120-160 to 342-456
0% OIAS
Animation Length = 7
Damage/Frame = 17.14-22.86 to 48.86-65.14
Average = 33-44
Maxed OIAS
Animation Length = 6
Damage/Frame = 20-26.67 to 57-76
Average = 38.5-51.34
Shaeled (2) Cruel Giant Thresher of Quickness
Damage = 120-160 to 342-456
0% OIAS
Animation Length = 6
Damage/Frame = 20-26.67 to 57-76
Average = 38.5-51.34
Maxed OIAS
Animation Length = 5
Damage/Frame = 24-32 to 68.4-91.2
Average = 46.2-61.6
Hellslayer
Damage = 100 to 280-685 + 150-250 Fire Damage
0% OIAS
Animation Length = 24
Damage/Frame = 4.17 to 11.67-28.54 + 6.25-10.42 Fire
Average = 7.92-16.36
Maxed OIAS
Animation Length = 16
Damage/Frame = 6.25 to 17.5-42.81 + 9.38-15.63 Fire
Average = 11.88-24.53
Shaeled Hellslayer
Damage = 100 to 280-685 + 150-250 Fire Damage
0% OIAS
Animation Length = 16
Damage/Frame = 6.25 to 17.5-42.81 + 9.38-15.63 Fire
Average = 11.88-24.53
Maxed OIAS
Animation Length = 12
Damage/Frame =8.33 to 23.33-57.08 + 12.5-20.83 Fire
Average = 15.83-32.7
Ethereal Zod Hellslayer
Damage = 150 to 420-1027.5 + 150-250 Fire Damage
0% OIAS
Animation Length = 24
Damage/Frame = 6.25 to 17.5-42.81 + 6.25-10.42 Fire Damage
Maxed OIAS
Average = 11.88-24.53
Animation Length = 16
Damage/Frame = 9.38 to 26.25-64.22 + 9.38-15.63 Fire Damage
Average = 17.82-36.8
Immortal King's Stone Crusher
Damage = 234 to 321
0% OIAS
Animation Length = 13
Damage/Frame = 18.0 to 24.69
Average = 21.34
Maxed OIAS
Animation Length = 10
Damage/Frame = 23.4 to 32.1
Average = 27.75
Shaeled Immortal King's Stone Crusher
Damage = 234 to 321
0% OIAS
Animation Length = 10
Damage/Frame = 23.4 to 32.1
Average = 27.75
Maxed OIAS
Animation Length = 8
Damage/Frame = 29.25 to 40.125
Average = 34.69
Messerschmidt's Reaver
Damage = 180 to 287-532 + 20-240 Fire Damage
0% OIAS
Animation Length = 16
Damage/Frame = 11.25 to 17.94-33.25 + 1.25-15.00 Fire
Average = 14.6-22.25
Maxed OIAS
Animation Length = 11
Damage/Frame = 16.36 to 26.09-48.36 + 1.81-21.81 Fire
Average = 21.22-32.36
Shaeled Messerschmidt's Reaver
Damage = 180 to 287-532 + 20-240 Fire Damage
0% OIAS
Animation Length = 12
Damage/Frame = 15.0 to 23.92-44.33 + 1.67-20.0 Fire
Average = 19.46-29.66
Maxed OIAS
Animation Length = 9
Damage/Frame = 20 to 31.89-59.11 + 2.22-26.67 Fire
Average = 25.94-39.56
Ribcracker
Damage = 57-66 to 146-173
0% OIAS
Animation Length = 9
Damage/Frame = 6.33-7.33 to 16.22-19.22
Average = 11.28-13.28
Maxed OIAS
Animation Length = 8
Damage/Frame = 7.12-8.25 to 18.25-21.62
Average = 12.68-14.94
Shaeled Ribcracker
Damage = 57-66 to 146-173
0% OIAS
Animation Length = 8
Damage/Frame = 7.12-8.25 to 18.25-21.62
Average = 12.68-14.94
Maxed OIAS
Animation Length = 7
Damage/Frame = 8.14-9.43 to 20.86-24.71
Average = 14.5-17.07
Silence Thunder Maul
Damage = 99 to 540
0% OIAS
Animation Length = 21
Damage/Frame = 4.71 to 25.71
Average = 15.21
Maxed OIAS
Animation Length = 15
Damage/Frame = 6.6 to 36
Average = 21.3
Steeldriver
Damage = 97.5-136.5 to 147.5-206.5
0% OIAS
Animation Length = 15
Damage/Frame = 6.5-9.1 to 9.83-13.77
Average = 8.16-11.44
Maxed OIAS
Animation Length = 12
Damage/Frame = 8.12-11.38 to 12.29-17.21
Average = 10.20-14.30
Shaeled Steeldriver
Damage = 97.5-136.5 to 147.5-206.5
0% OIAS
Animation Length = 12
Damage/Frame = 8.12-11.38 to 12.29-17.21
Average = 10.20-14.30
Maxed OIAS
Animation Length = 10
Damage/Frame = 9.75-13.65 to 14.75-20.65
Average = 12.25-17.15
Stormspire
Damage = 102-143 to 287-402 + 1-237 Lightning Damage
0% OIAS
Animation Length = 10
Damage/Frame = 10.2-14.3 to 28.7-40.2 + .1-23.7 Lightning
Average = 19.45-27.25
Maxed OIAS
Animation Length = 8
Damage/Frame = 12.75-17.88 to 35.88-50.25 + 0.13-29.63 Lightning
Average = 24.32-34.06
Shaeled Stormspire
Damage = 102-143 to 287-402 + 1-237 Lightning Damage
0% OIAS
Animation Length = 8
Damage/Frame = 12.75-17.88 to 35.88-50.25 + .13-29.63 Lit.
Average = 24.32-34.06
Maxed OIAS
Animation Length = 7
Damage/Frame = 14.57-20.43 to 41-57.43 + 0.14-33.86 Lightning
Average = 27.78-38.93
Appendix XII
Weapon Damage Calculations for One-Handed Weapons
0% OIAS means this is the value for the weapon if you have no IAS equipment
except for the weapon, itself. Maxed OIAS means that this is as
fast as this
weapon can get for its WIAS value.
Baranar's Star
Damage = 132 to 162 + 1-200 Tri-Element
0% OIAS
Animation Length = 12
Damage/Frame = 11 to 13.5 + 0.08-16.67 Tri-Element
Average = 12.25
Maxed OIAS
Animation Length = 10
Damage/Frame = 13.2 to 16.2 + 0.1-20 Tri-Element
Average = 14.22
Shaeled Baranar's Star
Damage = 132 to 162 + 1-200 Tri-Element
0% OIAS
Animation Length = 9
Damage/Frame = 14.66 to 18 + 0.11-22.22 Tri-Element
Average = 16.33
Maxed OIAS
Animation Length = 8
Damage/Frame = 16.5 to 20.25 + 0.12-25 Tri-Element
Average = 18.38
Fury Phase Blade
Damage = 95 to 108
0% OIAS
Animation Length = 8
Damage/Frame = 11.88 to 13.5
Average = 12.69
Maxed OIAS
Animation Length = 7
Damage/Frame = 13.57 to 15.43
Average = 14.5
Lightsabre
Damage = 90-106 to 120-138
0% OIAS
Animation Length = 9
Damage/Frame = 10-11.78 to 13.33-15.33
Average = 11.66-13.56
Maxed OIAS
Animation Length = 8
Damage/Frame = 11.25-13.25 to 15-17.25
Average = 13.12-15.25
Shaeled Lightsabre
Damage = 90-106 to 120-138
0% OIAS
Animation Length = 8
Damage/Frame = 11.25-13.25 to 15-17.25
Average = 13.12-15.25
Maxed OIAS
Animation Length = 7
Damage/Frame = 12.86-15.14 to 17.14-19.71
Average = 15-17.42
0
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