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HarbyHarby
08-03-2008, 16:04
So here I am with my meteorb almost lvl89. I'm at a point that FBolt, FBall and Meteor are maxed and every new level equals 1 more point in FM (currently lvl7 hard points in it). Instead of going FM all the way (I don't see me getting lvl99 but anyway) would it be worthy to place just one point on Enchant? I'm thinking that the loss of fire damage (from -1 point on FM) will be counterbalanced (at the very least) by the extra damage my merc will be doing. Plus I'll be able to buff my groups (got a friend baba I play a lot with).

So what do you think, is it worth it or it'll be a wasted point in the end?

P.S. I'd like having an orb with Enchant on switch but I love my CTA way too much to do such a thing :P

EzkiMo
08-03-2008, 16:16
I think it won't hurt that much, the small amount lost when taking enchant is nothing, besides you can always enchant your low lvl mates in normal...

sirpoopsalot
08-03-2008, 18:59
If you're consistently in a party, a point in Enchant might actually increase your overall damage - the attack rating boost means that your mates will be hitting monsters significantly more often, and during those extra/successful attacks their damage will likely surpass what you gain on every attack from another point in FM.

HarbyHarby
08-03-2008, 19:19
How about a solo situation with just me and my merc? Will mercs extra damage counter the loss of damage from -1 in FM? Pretty much this is my concern. According to a skill calc with my current +skills this is what the Enchant will look like.

Duration: 528 Seconds
Attack Rating: +164%
Fire damage: 208 - 280

Should I assume that my merc will gain, lets say for example, +500 damage from the +164% AR? I never played a melee class and I have no clue how much 164% AR translates into +physical damage.

I'm currently leaning towards getting it tbh since each new point in FM hardly grants 300-400 damage to my fireball which already his for more than 10k so I guess it wont make any noticeable difference. I just want to know if someone tried it and if its worth it in the end.

Thanks for your replies.

Soepgroente
08-03-2008, 23:36
It's worth it, and if it's a tiny mistake it won't be noticable.

stfrn
10-03-2008, 09:35
Should I assume that my merc will gain, lets say for example, +500 damage from the +164% AR? I never played a melee class and I have no clue how much 164% AR translates into +physical damage.


AR doesn't directly give damage, it increases chance to hit. So more AR= more average damage due to more hits, but also more chances to apply crushing blow, curses, etc.

If your merc has no other sources of +AR, enchant could just about double his chance to hit, but if you are using say, insight with it's "180-250% Bonus to Attack Rating (varies)" the effect would be less noticable.

I'd say it's worth one point if you don't mind spending time to cast it. :thumbsup:

Quakin
10-03-2008, 11:04
I think you will find enchant quite useful in many situations.

mephiztophelez
11-03-2008, 01:32
i'd say whack a point in it. on a pvm build you're not going to cripple your sorc with a mere 1 less hard point in FM.

i rekon the "main" use you'll find for it is to enchant friends in A1 normal. i do this all the time with my pvp fire sorc. some friends want to level up a new 'toon, they all make a game together, i enchant 'em, they go off and kill stuff. works particularly well in Tomb runs.

ihuang
11-03-2008, 05:49
If your sorc is for PvM, I dont think losing one point in FM would make any significant difference. Plus, imagine your act 1 normal friends having 208 - 280 fire damage added to their attacks. They'll be thrilled to kill stuff in one hit on tomb runs and trist runs.

Allerii
11-03-2008, 07:34
Why spend 1 hard poin on it. Todesfaelle Flamme have lvl 10 Enchant charges. Deamon Limb lvl 23 !!! The duration is about 11 minutes so you don't have to switch weapons too often. If strength requirement is
a problem for you just put Hel rune in it. :cool:

EDIT: How did you cauculate these 208 - 280 dmg?

HarbyHarby
11-03-2008, 14:54
Thats for lvl17 or something Enchant according to a calculator.

sangfagel
11-03-2008, 16:05
If your merc has no other sources of +AR, enchant could just about double his chance to hit, but if you are using say, insight with it's "180-250% Bonus to Attack Rating (varies)" the effect would be less noticable.

I'd say it's worth one point if you don't mind spending time to cast it. :thumbsup:

If we are talking about mercenaries it is completely wrong!

Mercs has NO AR and +AR or +AR% from items or skills (as enchant) HAS NOT ANY EFFECT on their hit frequency. The only thing they get is a little fire damage.

For more info look in merc guide in stickies.

firelights
12-03-2008, 07:53
Why spend 1 hard poin on it. Todesfaelle Flamme have lvl 10 Enchant charges. Deamon Limb lvl 23 !!! The duration is about 11 minutes so you don't have to switch weapons too often. If strength requirement is
a problem for you just put Hel rune in it. :cool:

main reason would be that none of those weapons would be good to have as a main weapon, and he has a CTA on switch which he wants to keep, so using charges like that would mean he has to carry it around in his inventory or cube or something, and would ultimately be a very big pain.

If your very rich, you could try and get a staff with plus to enchant, and or your favorite cold armor, energy shield, hydra, or other goodies and make a cta in that.

Allerii
12-03-2008, 08:41
ultimately be a very big pain.

Assuming he wount be using it very often its just 3x1 space in the chest....with muling not really big pain IMHO

Allerii
12-03-2008, 08:44
Thats for lvl17 or something Enchant according to a calculator.

Which calculator? Take a look here.....
http://www.battle.net/diablo2exp/skills/sorceress-fire.shtml
It will give about 60 fire dmg......unless you have maxed Warmth :grin:

PS: Sorry for double post.

stfrn
12-03-2008, 08:46
If we are talking about mercenaries it is completely wrong!

Mercs has NO AR and +AR or +AR% from items or skills (as enchant) HAS NOT ANY EFFECT on their hit frequency. The only thing they get is a little fire damage.

For more info look in merc guide in stickies.

Eh? I guess you need to recheck the stickies yourself: http://forums.diabloii.net/showthread.php?t=306061. No mention of any such bug. Just because AR isn't listed doesn't mean mercs don't have it.