revan 225 -> RE: All you need to know about Doom Knight (9/14/2015 13:44:41)
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Old Doom Knight [oIndex] Index: [1] Introduction [2] Doom Knight Skills [3] Doom Knight Bugs [4] Attack Rotation's [4.1] Overview [4.2] Rotations [4.3] Leveling [5] Character Build and Gear [5.1] Overview [5.2] Stat Build [5.3] Stat Build 2 [5.4] Stat Build 3 [5.5] Reasoning and Explanation [6] Doom Knight Stat Test [6.1] Overview [6.2] Strength Test [6.3] Intellect Test [6.4] Results [7] Final Statement To easily find the section you are looking for press ctrl+f and search for the section you want. For example: ctrl+f, then search for "[6.2]" without the quotes. [1] Introduction Welcome to the Doom Knight Codex. Several Changes have been made to improve this guide. As this is the only Doom Knight guide, it has been promptly renamed "Doom Knight Codex" from "Doom Knight Advanced". The first thing anyone reading this guide should know, is that Doom Knights are the most overpowered, ferocious and devastating class in the game. The second thing that everyone should keep in mind is that the class is heavily bugged has finally been fixed. As you read this guide I will be explaining strategic tactics for all levels, character builds and attack rotations. Please understand, this guide is meant for players who have a standing knowledge of Doom Knight all players (as this is now the only guide to Doom Knight) who wish to dominate their opponents (both in PvP as well as PvE). Before we begin, there are three major types of Doom Knights. There are Undying (health regeneration), Unrelenting (devastation) and Apocalyptic (regenerates health while burning down opponents fast and efficiently, causing mass devastation). Whichever you choose, all are good and will be explained in this guide further. This guide allows players to see Doom Knight changes for the new engine update. While the skills are the same, there are several differences to take into account. This guide is meant to inform the reader of suggested and tested, attacking rotations, stats and the bugs. (Update: 09/06/2015) Please note that this guide will be updated to include the new version of the Doom Knight Armor as soon as possible, after it is released for testing. The sections will be further divided with a new sub-category called "Old Version" and "New Version". Just as with the old version, I will be providing information in all areas as needed in detail. If we are lucky, we may not need to change the stats much; if at all. While the testing phase is not yet available, I can assure that when it becomes so I will be gathering the needed information as soon as possible. Here is a link to Ash's post on the revamp in case you wish to learn more: =DF= DoomKnight Revamp FAQ Note: Weapon type equipped determines which type of damage is dealt (I.E. Sword = Melee, Staff = Magic, Dagger = Ranged, Scythe = Base Class. Using a sword with DmK, even if your base class is NOT a warrior, will do the exact same amount of damage as long as your stats correspond with the weapons type of damage. The attack types are determined by the weapon type equipped, though when using Doom Blast/Void, the type seems to default to you base class' damage type. An example: Your base is warrior and you have a staff equipped. All skills you use will deal your weapons damage type, but when coming to effects from skills that damage your opponent periodically tend to default to your base. Damage does seem to fluctuate depending on base stat, though the margine of difference seem to be negligible. (Update: 6/29/2014) After a series of tests conducted, results have shown that unless using a scythe weapon (as they are universal to which ever primary damage stat is used), strength seems to yield a higher damage output than the other stats. Whether this was designed intentionally or not, this appears to be the case given the evidence uncovered from my testing. The test, along with the results will be posted below the "[6] Doom Knight Stat Test" section. For a more in-depth explanation, see that section. No longer accurate due to the new engine build. In the section "Character Build and Gear", melee is listed as the damage stat. So if you use another weapon type other than melee, or your base class is rogue or mage, please make appropriate adjustments. Melee = Strength Magic = Intellect Ranged = Dexterity Note: For the latest information on stats, please refer to Ash's post " =DF= Version 14.0.1". Remember, the information in the provided link, and any future updates to stats take precedence over what is written in this guide. If any updates happen and the guide has not updated the relevant information, the feel free to PM me with a link to the updated information so that I may update the guide accordingly. Otherwise it will be done when I notice/get around to it. [2] Doom Knight Skills From Left to Right: Void Returns enemies damage back to them every turn. Revert Reverse one strike a turn for 5 turns. Break Two strikes decrease stun resist. Doom Blast 5 hit attack. Stacking DOT (damage over time). More hits = more damage. Doom Spikes Multi strike stun. Life Carve Normal attack with chance to steal life. Split Strike Two powerful strikes, one to HP (health) and one to MP (mana). Favor Resets potions, and cool-downs. 5 turns to live. Wake Increased darkness weakness on enemy. Shadow Buff to damage against undead. Dark Aura Decrease mana costs of skills. Blood Rite Massive attack at the cost of some HP (health). Taunt 100% Bonus damage for enemy. Unlocks Vengeance. Vengeance Boom! [3]Doom Knight Bugs Okay, there are three bugged skills (that Im currently aware of). The first skill is Wake. Until the staff get around to fixing this skill, it is completely useless to any Doom Knight. On a side note, be sure to keep an eye out from updates from the staff to see when/if its fixed. The second bugged skill is Revert. When using this skill in succession to a skill that has *Turns Remaining on an enemy (on the final turn) will make that effect infinite. Example: Doom Spikes (3 turn stun), Doom Blast (2nd turn into it), Blood Rite (3rd turn into it), Revert (you now have an infinite stun on the opponent for the rest of the battle). While this glitch allows for many exploits, I do not recommend it as it removes skill and challenge from the game and inevitably, forces the user to become reliant on the glitch. Why is this bad? Because once its fixed you will always have trouble as a Doom Knight if your attack rotation revolves on this bug. The third bug is Break, only due to the fact that it hits once instead of the intended two hits. When using Wake (at least at the start of a battle) and then proceed to use Doom Spikes, the effects of Wake will dissipate (tested 5 times in PvP matches). Break only hits once for male version of the armor. UPDATE: As of 11/5/10 the following bugs have been fixed: Fixed an infinite stun exploit with Doom Knight. Doom Knight's Wake skill works properly now. Doom Knight meets 9.0 updates and the new class design. Doom Knight added to armor closet. All easily duplicatable Doom Knight bugs are fixed. [4] Attack Rotation's [4.1] Overview: For PvE, keep in mind of weakness and resistance's. For undead opponents be sure to open with Shadow and for darkness 100+ resist, you have 3 options. The first is to use Wake and give your opponent a -100 to darkness. The second choice you have is the use a light element weapon. The third option is to just let them beat themselves to death while Life Carving any damage taken. Example: If you do not wish to use a Light Element weapon then this is the rotation you would want. Void, Revert, Wake and Life Carve until dead. Also be sure to use Favor to refill your health and mana potions if necessary. During pvp battles, If you use Revert when the opponent has an equipped pet, I have personally found that it can become quite useless. Revert works on the principal that it heals you for the exact amount of the last attack dealt to you. Basically, If you opponent has an attack that hits you 3 times, only the third hit will be healed. While this is fine if its just the opponent, it is, however, an issue with their pets. More often than naught you will see players with pets in pvp. This causes an issue with revert since it will only heal the damage the pet does, since it is the last to hit you. In cases like this, Revert is fully optional. If you feel that using a turn, while wasting some mana all to heal 5 damage is worth it, than be my guest. [4.2] Rotations - PVP: Open with Doom Spikes, then use Wake, Doom Blast, then Blood Rite. If the unfortunate opponent should still stand simply use well... any darkness skill would pretty much kill him/her with a -100 to darkness on your adversary, so pick which ever finisher you prefer most. Another rotation is simply to open with Wake, then Blood Rite the enemy to death. It usually finishes them off one the first strike; at least at level 70, assuming that you crit.
- Undying: Open with Wake, then follow with Void then Revert and use Life Carve until Dead (be sure to reactivate Void/Revert if the battle lasts long enough).
- Unrelenting: Open with Wake, and then follow with Doom Spikes, Doom Blast, Blood Rite, Void, Life Carve, Taunt and finally use at will, Life Carve, Blood Rite and Vengeance until dead.
- Apocalyptic: This is almost identical to Unrelenting. Open with Wake, and then follow with Doom Spikes, Doom Blast, Blood Rite, Void, Revert, Life Carve, Taunt and finally use at will, Life Carve, Blood Rite and Vengeance until dead. (Taunt and Vengeance are optional. They can easily be replaced with excessive use of Blood Rite and Life Carve).
- Boss Battles
Be sure to use Taunt before engaging them (unless the boss is 100+ darkness resist). For Unrelenting and Apocalyptic, be sure to use the base strategy but to open with Break. If a boss is 100+ darkness resist, use the Undying rotation so it can literally kill its self. [4.3] Leveling If you are leveling as a Doom Knight and find yourself running out of mana, be sure to use Dark Aura at the beginning of a battle. Another skill to be mindful of is Favor, as it will refill your potions. Guests also help if you find yourself having trouble soloing things at a very low level. Also note that Life Carve is more effective against enemies with more health. The more health the more worthwhile it is. At lower levels it can sometimes prove to be more fruitless than helpful. Also note, that Life Carve will only heal you if you have already damaged the opponent before using the ability. [5] Character Build and Gear [5.1] Overview Gearing your Doom Knight is simple. For weapon, helm and cape, use the Doom Knight items that you paid for. For belts, rings and necklaces should be as close to your level as possible as well as optimizing your stats. If you are torn between two level 25 rings, one with +2 Crit and the other with +2 Magic Defense, go for the crit. This is because that optimizing you crit, hit, ect, make you do more damage. As a Doom Knight, you have low defense as it is, so instead of attempting to raise your defenses, do what you can to raise your strength, endurance, wisdom, luck (optional), crit and bonus. Remember, a defensive Doom Knight is a dead Doom Knight. Crit is especially desired, as the more crit you have, the more often you crit. Critting more often saves time, mana, and is overall more efficient. Be aware of your stats, and use good decision making when weighing your needed stats with the items you have. Remember to be aware of your bonus stats. Your stats have a cap of 200; this means that if you have 200 in str, with an additional +25 to your 200, that comes to 225 strength. Since the stat caps at 200, you are now wasting those bonus stats. If you see your bonus stats causing you to pass your cap, feel free to reallocate the amount of that base to another stat. Example. You have 200 in str, with +25 bonus giving 225 str. Reduce your str to 175 with a bonus of +25 making your str a perfect 200. You now have 25 points you can use to increase your end or wis. This is maximizing you stat potential with careful monitoring. Again, any points in a stat past 200 are being wasted; keep that in consideration. (Changed with the engine update, all stat points help. For more information on stats, please visit Drakyloid's A Simple Guide to Stats.) - Undying, Unrelenting and Apocalyptic Doom Knights are more or less identical with slight differences. As such talent points are universal.
[5.2] Stat Build At level 85: Str 155 Int 0 Dex 0 End 155 Cha 0 Luk 30 Wis 80 At level 80: Str 145 Int 0 Dex 0 End 145 Cha 0 Luk 25 Wis 80 At level 70: Str 125 Int 0 Dex 0 End 125 Cha 0 Luk 25 Wis 70 At level 60: Str 105 Int 0 Dex 0 End 105 Cha 0 Luk 20 Wis 65 At level 50: Str - 90 Int - 0 Dex - 0 End - 80 Cha - 0 Luk - 15 Wis - 60 At level 40: Str 70 Int 0 Dex 0 End 65 Cha 0 Luk 10 Wis 50 At level 30: Str - 60 Int - 0 Dex - 0 End - 45 Cha - 0 Luk - 10 Wis - 30 At level 20: Str 35 Int 0 Dex 0 End 30 Cha 0 Luk 10 Wis 20 At level 10: Str 15 Int 0 Dex 0 End 15 Cha 0 Luk 5 Wis 10 [5.3] Stat Build 2 At level 85: Str 180 Int 0 Dex 0 End 150 Cha 0 Luk 0 Wis 90 At level 80: Str 160 Int 0 Dex 0 End 150 Cha 0 Luk 0 Wis 85 At level 70: Str 140 Int 0 Dex 0 End 125 Cha 0 Luk 0 Wis 80 At level 60: Str 115 Int 0 Dex 0 End 110 Cha 0 Luk 0 Wis 70 At level 50: Str 95 Int 0 Dex 0 End 90 Cha 0 Luk 0 Wis 60 At level 40: Str 80 Int 0 Dex 0 End 65 Cha 0 Luk 0 Wis 50 At level 30: Str 55 Int 0 Dex 0 End 50 Cha 0 Luk 0 Wis 40 At level 20: Str 40 Int 0 Dex 0 End 30 Cha 0 Luk 0 Wis 25 At level 10: Str 15 Int 0 Dex 0 End 15 Cha 0 Luk 0 Wis 15 [5.4] Stat Build 3 At level 80: Str 180 Int 0 Dex 0 End 135 Cha 0 Luk 0 Wis 80 At level 70: Str 150 Int 0 Dex 0 End 125 Cha 0 Luk 0 Wis 70 At level 60: Str 125 Int 0 Dex 0 End 105 Cha 0 Luk 0 Wis 65 At level 50: Str - 100 Int - 0 Dex - 0 End - 85 Cha - 0 Luk - 0 Wis - 60 At level 40: Str 80 Int 0 Dex 0 End 65 Cha 0 Luk 0 Wis 50 At level 30: Str - 65 Int - 0 Dex - 0 End - 50 Cha - 0 Luk - 0 Wis - 30 At level 20: Str 45 Int 0 Dex 0 End 30 Cha 0 Luk 0 Wis 20 At level 10: Str 20 Int 0 Dex 0 End 15 Cha 0 Luk 0 Wis 10 [5.5] Reasoning and Explanation Now some of you might be asking why not cap strength or endurance. The answer is simple. Even though Doom Knights do need more health we also need a proper balance. If you just focus on one stat the armor and all its dark power cant save you from lack of strategy and precision. A well balanced stat tree for the stats that effect a Doom Knight make all the difference in the world. Adding enough points in wisdom to have enough mana for leveling and long quests keeps from wasting potions as well as having enough MP to keep up your rotations. Luck will help effect rolls when you attack, so having about 20 luck (at lvl 60) keeps enough to see the difference while not taking from the rest of the talents (Alternately charisma can be used in place of luck if you use pets). Leveling from 1-20 will be about the toughest part due to the low mana, but shouldn't be a problem if you use Dark Aura in combination with the suggested rotations. Also, using Favor when a battle is guaranteed to be finished fast is a great way to replenish your potions, ensuring that you never run out of health or mana. [6] Doom Knight Stat Test Damage Output Ratio to determine if weapon type, (ex: melee, magic, ranged) is determined by stat and weapon type or simply stat based. This is also to determine if a stat can be universally used for all weapon types while using the Doom Knight Armor. This stat test was formulated before the 14.0.1 engine update and is since considered outdated and no longer relevant. As the new stats are incorporated, str, int, and dex all do the same now, as long as you are using a corresponding weapon type. Base Class Used in this Experiment: Mage Primary Stat for Mages: Intellect Level used in test: 60 Weapons used in Test: Necrotic Sword of Doom (NSoD): 76-82 Darkness at level 60 Forsaken Skullstaff of Doom (SoD): 53-87 Darkness at level 31 Frozen Claymore (FC): 65-73 Ice at level 50 Eucild's Nightmare III (EN): 67-75 Disease at level 53 [6.1] Strength Test STR: 99 NSoD: 546, 234, 239, 273, 180, 273, 273, 270, 270 avg: 284.22 dpt NSoD: 276, 524, 265, 279, 265, 273, 265, 270, 270 avg: 298.56 dpt avg of both: 291.39 dpt SoD: 481, 238, 232, 261, 225, 226, 267, 192, 209 avg: 259 dpt SoD: 179, 176, 202, 389, 204, 315, 389, 144, 225 avg: 247 dpt avg of both: 253 dpt FC: 376, 188, 188, 176, 192, 186, 380, 186, 256 avg: 236.44 dpt FC: 496, 248, 235, 256, 242, 186, 248, 256, 254 avg: 269 dpt avg of both: 252.72 dpt EN: 528, 267, 247, 268, 256, 247, 273, 261, 264 avg: 290.11 EN: 516. 245, 256, 247, 273, 273, 264, 261, 258 avg: 288.11 avg of both: 289.11 dpt [6.2] Intelligence Test INT: 99 NSOD: 241, 283, 259, 187, 251, 246, 248, 393, 557 avg: 296.11 dpt NSOD: 246, 283, 257, 189, 257, 259, 248, 385, 557 avg: 297.89 dpt avg of both: 297 dpt SoD: 192, 417, 141, 384, 156, 161, 175, 152, 186 avg: 218.22 dpt SoD: 165, 409, 192, 141, 192, 152, 161, 186, 174 avg: 196.88 dpt avg of both: 207.55 dpt FC: 250, 261, 250, 534, 250, 244, 228, 252, 247 avg: 279.56 dpt FC: 252, 230, 250, 524, 250, 264, 227, 247, 228 avg: 274.67 dpt avg of both: 277.115 dpt EN: 197, 216, 227, 238, 475, 222, 227, 197, 208 avg: 245.22 dpt EN: 225, 216, 222, 220, 212, 238, 199, 197, 467 avg: 244 dpt avg of both: 244.61 [6.3] Results ---------Str vs Int---------- NSOD: 298.56, 297 Type: Scythe (Universal) SoD: 253, 207.55 Type: Staff (Magic) FC: 252.72, 277.115 Type: Scythe (Universal) EN: 289.11, 244.61 Type: Sword (Melee) In the end, the results show that both stat uses give roughly the same result for damage output, While strength gives a slightly higher damage per turn output. This supports that strength is a bit more compatible with the Armor. While it is up to the players choice, I would recommend strength as primary damage stat as the results show that it offers higher damage results even though the base was mage. In a case where int would normally be the stat of choice, the strength stat seems to produce a bit more with this class. The universal (scythe) weapons show high output on either build, while both melee and magic have much more drastic differences. Stats Used: str: 99-------------int: 99 end: 99------------end: 99 wis: 97------------wis: 97 [7] Final Statement Is Doom Knight overpowered? Yes. No other class in the game can rival the raw power of Doom Knight. While others can be devastating, at times, they lack the mass damage and healing output that gives us our edge. Are we invincible? No. If we are not mindful of our surroundings, as well as our enemies we can be overwhelmed. By taking strategy into every move we make we keep ourselves ready to dominate. Post Statement I changed all uses of "Vampiric-Berserker" to "Apocalyptic". Quite frankly I never liked vamp-berserker and I think Apocalyptic is much more fitting considering that it brings an eternal end to your enemies. xD I would also like to thank user "warlic6629" for reminding me about break being bugged. Thanks! Change Log 06/23/2012: Miscellaneous changes. 06/21/2014: Updated the stats to include level 80. 06/29/2014: Added Stat Build 3, Doom Knight Stat Test. 10/16/2014: Renamed Guide, made spelling corrections, added minor information, implemented a change log, and completely restructured guide entirely. 09/06/2015: Crossed out the outdated stat cap information in section 5, and provided a link to Stat Guide for more information on the subject. Added miscellaneous information. Added a link to Ash's FAQ on the Doom Knight revamp. 09/10/2015: Miscellaneous changes, and added a link to Ash's post on the 14.0.1 Version of Dragonfable in regards to stats. 09/11/2015: Marked outdated information as such. 02/17/2018: Updated stats breakdown to include level 85, since the current cap deviates from a 10 level scale. Will remove level 85 stats and replace with level 90 when new level cap comes out.
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