View Full Version : crainte vomir vs crescent moon
rikstaker
01-07-2004, 19:24
CRAINTE VOMIR
160-200% Enhanced Damage (varies)
50% Increased Attack Speed
Slows Target By 35%
-70 To Monster Defense Per Hit
20% Faster Run/Walk
Damage Reduced By 10%
a perfect upgraded one would do 70-196,a 40 % ed jewel would take it to 78-218.
reaches last ww bp on its own,damage comparable/higher to/than crecent moon legend sword.Since for ww static can be overlooked,it only comes down to itd & openwounds of cr.moon vs damage reduction and slow target of crainte vomir.
I know,its damage will never be sufficient in late hell,but hey, it will be fun through nightmare baal runs and with good support equipment upto hell act 3.
So in ur opinion is it better or worse than crescent moon for ww?IMO its better.
mstrnicegui
01-07-2004, 23:50
so you just answered your own question...
xpumafangx
02-07-2004, 00:04
Ya he did but I would not let slow target go as a plus to any item.
acceleration turkey
02-07-2004, 10:35
Ya he did but I would not let slow target go as a plus to any item.
why not? slow target is an awesome mod. it keeps you safe. i believe that if you dual wielded two craintes you would get 35 + 35 slow target, which would be over 50% total slower monsters. are you confusing it with target flee?
remamber, a slow hell baal wont even fight back. he keeps choking on his own spells. try it and see. give your act 2 merc a kelpie snare and once he touches baal, the fight is over. he is just a big pile of hitpoints after that.
one thing that could make craintes bad for WW though is the foot speed boost. you want less foot speed, not more, if you are hard core about getting more WW hits per pass.
Ash Housewares
02-07-2004, 10:39
he's talking about pvm so slow target is plenty useful, and cranite vomir is puke green, thats some hot **** right there
mstrnicegui
02-07-2004, 12:34
dual wielding has never added attack mods together. They're always separated by which weapon owns each mod. Passive mods however are added together. This means that slows target is 35 per hit.
acceleration turkey
02-07-2004, 13:24
dual wielding has never added attack mods together. They're always separated by which weapon owns each mod. Passive mods however are added together. This means that slows target is 35 per hit.
yeah but its 35 on each weapon. 1 weapon hits, monster is 65% overall speed. the other hits, now it is 42% overall speed (100 x .65 x .65), meaning 58% slow target. what im saying is that even though the mods and weapons are identical, the effects should stack if you land a hit with each. i think that is likely to happen when using WW. i wasnt trying to say that each weapon is capable of delivering 58% slow, but that the effect will be doubled so long as many hits are landed. considering the weakness of the weapon, many hits will have to be landed...even as a legend sword this is a low damage weapon. considering it has 50% ias, it would have been better used on a heavy and slow weapon like a colossus sword, since that would still hit the -35 for WW. oh well.
xpumafangx
03-07-2004, 04:35
This is pvsm only ok. I am used to having people asking me about a pvsm then I see them in some pubby game. I know this is most likely not the case so.
rikstaker
03-07-2004, 08:56
so you just answered your own question...
I just needed to know if i am right about it being better than c.moon.No one has confirmed that yet.
mstrnicegui
03-07-2004, 09:21
Only one way to find out... test it!. It doesn't seem like anyone has, so you might have to bite the bullet if you wanna use it. All I can say is that I wouldn't want to waste the runes to upgrade it.
acceleration turkey
03-07-2004, 10:55
I just needed to know if i am right about it being better than c.moon.No one has confirmed that yet.
i guess it comes down to whether you would rather have 20% DR or +20 magic absorb.
dual crescent moons would make you a house against low damage high frequency magic attacks like council fireballs or archers. remember, most hell monsters had their damage boosted in 1.1 by having an elemental component to their attack. perfect cmoons with 11 absorb each = 22 absorb = -44 magic damage, which is huge.
using string or verdungos and dual vomirs, you cuold get as much damage reduction as a SS (35%) which would also be nice for a melee character (10 + 10 + 15)
the damage is about the same, and both hit he last bp. cmoon has ignore defense, which means it wins in killing power. however, vomir has 35% slow target, so if you get a hit with both swords you get 58% slow, so that extra survivability could translate into faster killing time overall.
the -70 defense mod on vomir is useless, and the increase walk speed is actually perilous to your WW ability. i would take crescent moon, but it is a hard choice for me because i love slow target so much. crescent moon is more versatile too...when fighting hell baal you would conc him a few times until you get a static charge, which would really cut down the overall time it took to kill him.
Ash Housewares
03-07-2004, 11:02
I suppose it would also depend if you had another source of open wounds
rikstaker
03-07-2004, 11:21
Only one way to find out... test it!. It doesn't seem like anyone has, so you might have to bite the bullet if you wanna use it. All I can say is that I wouldn't want to waste the runes to upgrade it.
I was hoping i could avoid just that.
acceleration turkey
03-07-2004, 11:45
I suppose it would also depend if you had another source of open wounds
i find open wounds useless in pvm. what is valuable about it? surely the 'regeneration nerf' affect is not enough to go out of your way to mix it into your build.
rikstaker
03-07-2004, 20:11
i find open wounds useless in pvm. what is valuable about it? surely the 'regeneration nerf' affect is not enough to go out of your way to mix it into your build.
right,its useless in pvm especially so, in larger games were 200 hp per sec is a joke,it can be used to some extend with ww if combined with poison in relatively smaller games & pvp,the effects however are only felt if u are really high level.
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