![]() ![]() The Int-based cooldown reduction quickly made it so you could always fire off your stick, even if you couldn't use your other powers, so you always had a good backup. Necromancy damage is increased by: Intelligence. In original sin, there was no magic ranged weapon, so if you wanted to attack from afar as an int-based character you were forced to use Staff of Magnus or your spells. Though, given how the system works, you can outdamage a staff by having a poison and a fire wand dual wieled for explosive damage, downside being against undead or fire enemies. Also, the benefit of Warfare doesn't work with the Staff, since it only affects Physical Damage. Staff usually has more base damage and more bonus skills (+Necro + int etc) than a wand would have. ![]() So you aren't able to break down Physical Armor with your weapon. ![]() Staff works against Magic Armor, and Warfare abilities are resisted by Physical Armor. As for summons, I don't think so, since you're not sharing your Warfare with your summons, they get their own stats. Necromancy, yeah, it makes the physical damage the spells do higher (since it increases ALL physical damage, no matter the source). Now, we have got the complete detailed explanation and answer for everyone, who is interested! This is a question our experts keep getting from time to time. Does warfare increase necromancer damage? Divinity: Original Sin brings back the old times of turn-based strategic RPGs, and with it a familiar kind of in-depth character development system. ![]()
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