Give Double Throw magic dmg and berserk synergy

If you won’t fix the quantity issues more than a 50% buff (this is a joke), or allow best in slot items (ethereal) to be somehow cube repaired, or even just up the damage on non ethereal throwing weapons in general (probably the simplest fix)… then for God’s sake add more skill damage and a synergy for those last skill points on a throw build that usually end up in axe mastery or frenzy. This would greatly help with physical immunes and diversify the mercenary builds so you don’t have to rely on having decripify or sanctuary on a merc weapon

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btw did you know that the magic damage synergy from berserk does not “add” damage, but convert it? i’ve tested it.

We can agree, that they need to buff quantity, and add some replenish/recover/not consume mechanic to throwing.
Also range increase to hit enemies on end of visible screen.

I think 1 synergy from Doubleswing is enough. That %dmg buff to Doublethrow is good enough. Don’t make it like Frenzy with 4 synergies - its too heavy, and fully investing there is not making you accordingly stronger.

New Grimward + Findpotion amplifying damage is better than any new synergy.

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I agree about the quantity. They need to find a way to make them replenish much faster.

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I’m sure the devs could figure out a way to keep physical damage the main source with magic being an add on. Literally anything to allow this build to be able to kill all monsters during a run rather than having to boss snipe which almost makes enigma mandatory so you lose fortitude damage enhancement. Outside of players one, clearing all the trash with the quantity and replenish issues on throwing weapons is really frustrating to say the least