Critical Strike Change
I forget if it stacks with Crushing Blow; but if it doesn’t make it stack. Additionally, Critical Strikes will auto-hit. Meaning a critical strike rolls before Attack Rating and if successful is an auto-hit for double damage. Kind of a D&D thing; but would be a huge boost for Zon/Barb.
Amazon
Magic Arrow
Converts magic damage as normal
+1-5 Magic Damage at Level 1
+50-120 Magic Damage at Level 20
Synergy
+10% Damage per point Guided Arrow
Guided Arrow
+2% Magic Damage from Magic Arrow per level
Strafe
+2% Magic Damage from Magic Arrow per Level
Impale
Deals damage in a line now.
Level 1:
Chance Bleeding: 5%
Bleeding Damage: 50 over 10 seconds.
Reach: +1 (from weapon reach)
Level 20:
Chance Bleeding: 45%
Bleeding Damage: 800 over 10 seconds.
Reach: +20 (from weapon reach)
Synergies
Fend: +10% Bleeding Damage
Fend:
Increase area of effect.
Level 1:
Chance of Bleeding: 10%
Bleeding Damage: 800 over 10 seconds.
Synergies:
Impale +10 Damage (physical damage)
Barbarian
Whirlwind
Level 1:
Damage: -50%
Area Damage: -50%
Level 20:
Damage: +75%
Area Damage: +50%
Synergies:
Leap: +3% Damage per level
Leap Attack: +3% Area Damage per level
Berserk: +1% Magic Damage
Whirlwind Change: Basically, whirlwind will do damage twice. Once as single target, and once to all monsters within the weapon’s reach as area damage. Giving it both AoE and single target. Against one target, it would still roll for damage twice.
Berserk
Level 1:
Defense: -75%
Level 20:
Defense: -55%
Synergies:
Concentrate +1% Defense per level
Frenzy +1% Physical Damage per level
Frenzy
Synergies
Berserk: +2% Magic Damage per level
Grim Ward
Chance when using find item or find potion to create a ward that demoralizes enemy.
Same effect; but doesn’t cause flee and happens with find potion/item.
Thanks,
Floopay