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Othell Rogue {Guide and Knowledge Base}

Discussion in 'Archived experiments' started by Bboy Wizard, Aug 25, 2013.

  1. Bboy Wizard

    Bboy Wizard User

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    note - this guide is a working progress and any help/add ons would be appreciated


    hi, i've been playing othell for a good few months now (specifically fortune seeker) including fighting in the olympiad and thought to blow some time into making a thread where all othell knowledge can be placed. i'll start off by explaining the othell rogue's skills, strengths and utility and then move onto detailed information about the specialised classes (including future updates) and finally conclude with in depth information such as damage/stats/equipment and fighting info.




    ____________________________~ othell rogue ~_____________________________

    outdoor pvp strengths --> scout/moderate-high damage/evasive skills/short cooldown stun
    pvp strengths ------------> high damage/difficult to lock onto/evasive skills/short cooldown stun/knockdowns and silence, chance of paralysis on target
    pve strengths ------------> half kill (v high damage *chance), moderate damage, debuff, 2 short cooldown stuns, 1 knockdown, 1 interupt, can lure and fight single creatures by using silent step+throw sand, can lure many targets and hide/fake death

    weaknesses --------------> low health, skill/mana dependant, light armor only, cannot ignore shield defense


    -{pve section}-


    important because a good few people fail to grasp the concept of othell in pve.

    an othell has to work hard in party grinding to make up for the fact that they are not a feoh/yul/wynn and even a tyrr with a pole. as considered by a few dedicated people of the game "an othell is no damage" or "no aoe" (last one is correct!).

    the following is what an othell should be doing to provide the party with as much damage as if they had a feoh/wynn/yul in your place:

    - ask for wizards harmony to decrease your cooldowns vs monsters that can be half killed
    - ask for warriors harmony to increase your crit damage vs monsters that cannot be hk
    - apply poison zone at all times to apply a 10% debuff to all monsters (unless the party otherwise states "no aoe")
    - target the "boss" of all group mobs (unless otherwise stated) to decrease the respawn time of the groups
    - spam your blows at all times to half kill and even if you cannot half kill it (unless otherwise stated by the healer who is stretched for mana)(auto attacks are for tyrr warriors and an othell auto attacking is like a tyrr warriors little sister).

    the perfect way to think of yourself is like a melee mage and i had to stress this out and put this up at the top of the guide because othell's are given absolutely no love when it comes to s3 grinding or even other grinding spots.
    just remember of how good of an outdoor pvp'er you are and unfortuntely in pve you really do have to pull your weight, so don't get lazy or you do deserve a kick/replace.

    s3 --> not about aoe, its about getting that scout/captain/laido golem down immediately


    -{skillls section}-


    #shadow hide# - makes you completely invisible from anyone (except party/clan members). perfect scout tool, you can use this and teleport to any location and ready a strike. remember that using a skill while in this will break hide and also an opponents aoe so try and break distance from the enemy before use

    #heart breaker# - 1 of your 4 blows capable of half kill and lethal strike. good for when you want to evade a monsters aura skill because of the speed bonus attached

    #reverse# - 1 of your 4 blows capable of half kill and lethal strike and the most powerful.

    #chain blow# - 1 of your 4 blows capable of half kill and lethal stike. 20% more damage when the target is bleed, take advantage!

    #blood stab# - 1 of your 4 blows capable of half kill and lethal srike. keep in mind this skill's success chance is completely determined by your position on the target which is behind or by the side. has a low chance of success directly in front of the target. this skill is best used with shadow chase and a macro should be set accordingly. you are very likely to make the target bleed after this strike (regardless of land or not!) enabling your chain blow to do increased damage.

    #shadow chase# - this skill throws yourself behind a target and stuns. the success chance of stun is high (pve and pvp!) and this is one easily one of the best skills as all of your blows are amplified targeting the opponent from behind.

    #uppercut# - your only knockdown ability. very reliable in pve and pvp, use it to interupt your opponents skill ideally or to chain stun a target in pvp.

    #poison zone# - exceptional in pve, pretty situational in pvp, if you throw this out quickly against a class who relies on spells you could by chance interupt their casts. the success chance is level based+good mdef seems to block. if your not throwing this out in pve often your not doing your job as this reduces all stats of monsters by 20% or more (lvl 1 poison = 10% reduced stats, more level values not properly determined!)

    #power bluff# - another skill exceptional in pve and useless in pvp! use this against high damaging targets to help save your party from unnecessary damage. only can be used in pvp if you are a much higher level than your opponent or if you use boss jewels to increase mental attack.

    #dagger explosion# - 1 of your 2 aoe abilities, only good in pve and not even worth using if you have an archer/feoh in party.

    #razor rain# - 1 of your 2 aoe abilities, no target is required so good positioning helps, this move is good for when you cannot target someone or when an othell has gone into hide you can knock him out of it.

    #throw dagger# - reduces speed by a lot (getting nerfed in future update), sometimes useful in pvp but very useful in pve, try to use this on bosses when you need to control the situation.

    #clone attack# - summons 3 of you, this can be increased to 6 if you had a lucky crit. all these clones go by your auto attack damage and sometimes do blows. if you bust this out on an opponent while using angel of death your clones will do very nice damage!

    #evasive counter strike# - evades physical skill attacks at a very high rate and returns a portion of damage back to the enemy. (looking for reflect damage numbers) (requires more testing! possibly level based)

    #kick# - an interupt ability, has a decent chance of working (is this a knockdown ability?)

    #dark paralysis# - after 10-20 seconds will paralyze your opponent (can still do damage, opponent stops and can do no action). chance is level based (if opponent is same lvl 50% chance from experience). the whole skill can be cleansed.

    #mass trick# - (no experience). description: cancel nearby enemies targets that are in front of you and they are unable to target again for 3 seconds.

    #shadow flash# - (no experience). improved shadow chase with a long cooldown, improves critical damage and the target is unable to heal above 50% of hp for (seconds??).

    {pre-awakening skills}

    #cure bleeding/cure poison# (pre) <====> #kick# (awakened)

    the cure skills work and they are fast cast, kick in epeisodion now has a chance to stun the target briefly. would like input on this.



    -{othell classes}-


    ~ treasure hunter ~

    pvp damage - 4/5
    survivability - 5/5
    pve damage - 4/5

    the most rounded rogue leaning towards defense, one of the only classes in the game to have a passive resistance to stuns (coming in epeisodion!). hp/cp increases, an extra emergency skill to cancel targetting and has a moderate increase in vital spot attack.
    epeisodion = extra resistance vs stun/bleed/poison, 5 minute buff increasing damage, defense and vital spot attack rate.


    ~ wind rider ~

    pvp damage - 4*/5 (potential of 4.9* dex = more blow damage+x2 critical)
    survivability - 4.5/5
    pve damage - 4*/5 (epeisodion - could see wr auto attacks very useful if always crit)

    the rogue with super reliable/double blows because of high dex however low str decreases chance of double duration & double cast on skills. extra 10 second evasive skill gives you extra breathing room over the other rogues. mortality strike buff.
    epeisodion - 2 min buff increasing mortality strike rate, increase to the maximum critical stat for better auto attacks (max p.critical value is 500, wr's will surpass this), 5 minute buff increasing damage, defense and vital spot attack rate.


    ~ ghost hunter ~

    pvp damage - 5/5
    survivability - 3/5
    pve damage - 4.5/5

    glass cannon and frightening 1v1 capability, the only rogue with a skill to reflect damage back to the attacker. high str and high dex is a winner but very low con offers very low health and low resistance to physical abnormalities (but not stun ?bugged?). mortality strike buff and crit damage amplifier.
    epeisodion - 2 min buff increasing mortality strike rate, 5 minute buff increasing damage, defense and vital spot attack rate.


    ~ fortune seeker ~

    pvp damage - 3/5
    survivability - 4*/5 (4.5* 1v1)
    pve damage - 4*/5 (4.5* epeisodion update)

    the rogue looking for fortune! the only rogue with with mug/plunder skill thanks to lindvior, also has the ability to dwarfen craft (and set up a workshop). that aside, fortune seekers have very low dex therefore very low chance to make a true impact with blows. high con gives physical abnormality resistance (not against stun ?bugged?), the only rogue that can wear a shield for 1v1 capability providing you kept a skill from pre-awakening. hp/cp/p atk increase helps keep fortune seekers somewhat balanced with the others.
    epeisodion - increased casting of mug/plunder, improved damage vs npc's.



    -{pvp section}-

    epeisodion update - dual daggers have exactly the same chance of lethal striking and % chance to proc skill crits (juji on ncsoft forums, no link). the only benefit of a single dagger now would be to have the haste sa to improve your attack speed when not fully buffed.

    anything below i said about a single dagger below may now be inaccurate but single dagger with haste sa might still be the best for olympiad.

    equipment:

    weapon - single dagger+4, 150 or higher attribute + 1-2 sa's (haste is priority)

    regardless of the p atk increase from having dual daggers having a single dagger is the much better choice for pvp. both the one dagger passive + haste sa puts your attack speed incredibly high allowing for your skills to come out quicker therefore throwing out even more skills. enchanted to +4 will increase critical damage by 700+ (depending on r/r95/r99) and all blows landed are critical strikes.
    single dagger passive also gives a 5% increased chance of lethal strike.
    all weapons get 5% increased pvp damage with an sa put on, with 2 that makes 10%.
    attribute increases are a great damage boost and you should aim for 300 (!!!expensive!!!)
    focus sa does not increase p.skill success rate

    armor - +4 chest piece (less critical damage taken, physical resistance)
    adding attributes to armor makes a huge difference in defense vs attackers with attributes.

    ==-important-==

    seraph/eternal armor's unique set passive (assassin type) of increased p.skill damage does not work on blows
    i recommend enchant type set option for your armor, unless you are mad about increasing dex to the max.

    belt slot - top grade {pvp skill} belt improves the damage on blows by 5% (the only item that works to increase blow damage!)

    tatoo's: (testing is still ongoing and results still being detemined)

    str - increases your ability to crit skills (including resetting blow timers), for a dagger it is incredibly helpful to crit shadow hide (double duration), angel of death (double duration), final ultimate evasion (double duration), clone attack (cooldown reset or double clones), shadow flash (cooldown reset)
    you also get p.atk/p.critical damage increase but the bonus is small, the true investment is what i first mentioned.

    dex - your dex value determines the rate at which p.skills crit (description of superior light armor mastery passive). more dex increases othell's p.skill damage and x2 critical


    this is the general rule -
    olympiad = more str the better ::::: outdoor pvp = more dex the better

    - in olympiad 1v1 battles are determined by level/equipment/personal skill level and who has the better success chance with skill criticals (not double damage blows)

    - in outdoor pvp as a rogue you come in and do as much damage as you can as fast as you can. dex compliments this by increasing p.skill damage and x2 critical (aswell as improving atk.speed).

    harmony buff:

    knight's harmony {recommended} - 15% p atk increase and 35% p def increase, very useful vs tyrr's/othells/enchanters/yul's/summoner's. enchanted has increased stun chance which makes your shadow chase even more reliable than it alreadly is.
    fortune seekers with a shield get the additional shield bonuses provided you kept collector's experience passive (you must be facing the same direction as the attacker!)
    i generally recommend knights harmony because othell's are still very dangerous with skills and are squishy, improving your survival gives more options aswell as increasing your stun chance.

    warrior's harmony - 35% p atk increase, 35% increase crit damage, more move speed, 8% to attack speed. a very dangerous harmony under the right circumstances, for cheeky war kills you cannot fault the increased critical damage. enchanted gives more success to uppercut.
    i would only recommend this harmony if you have the level and experience over your opponent.

    wizard's harmony - 20% cooldown, m.def+14%, less mp consumption, more move speed, slight increase in p.atk/atk spd. against casters the increased m.def could save your life from nukes or mental attacks. 20% cooldown is a lot and this is very useful in the search for half kills in pve but for pvp this is a situational harmony but cooldowns really do improve everyone. in the olympiad choosing this against some classes could give you edge (healers/feoh).
    i recommend this against healers, feoh and if you feel like you have the edge decreasing your cooldowns.

    increasing damage to the max

    - high dex for increased p.skill damage + x2 critical chance
    - enchant superior critical mastery to +5 or over for increased critical damage
    - use your blows under the drum melody proc (100% increased critical damage)
    - use your blows when you apply the weakness critical on opponent (+35% crit damage)
    - single dagger +4 (critical damage 700+), 2 sa weapon+{pvp skil} belt (pvp dmg+15%)
    - weapon attribute +150 --> +300
    - warriors harmony +35% increased critical damage

    don't mind looking stupid? wear a shield

    - along with knights harmony you have at least 15% block rate with a shield
    - a shield has a chance of blocking skills (p.def of the shield added on to your p.def)
    - using a shield you have a rare chance of the perfect block (damage taken = 1)
    - you must be facing the attacker to have a chance of block, only tanks get complete 360 degree block
    - losing -8 evasion is nothing (just trust me on this)

    important -- fortune seekers only --

    - if you realize its pretty pointless having dual daggers then do not pick 'dual dagger mastery' passive. by doing this you get to keep 'collector's experience' passive from pre-awakening and this gives you a 30% shield defense rate increase.
    with knights harmony included that makes 45% shield defense rate.

    dual daggers:

    - there is only one advantage over using a single dagger is in 1v1 pvp + clones, for 30 seconds you would have really good damage + activating angel of death for increased critical chance.
    - i would only recommend dual dagger option for gh's and possibly fs's, with all the damage and str that comes with being a dark elf (more clones or reset of clone skill chance) and fs's with passive p.atk+15%.


    -{spoil section}-

    for all information on spoil and mat drops that are updated for epeisodion.
    -->) visit : http://****.net/en/
    -->) visit : http://l2wiki.com

    only listing the worth while mats, remember the key to spoiling is:
    - make your own parties to set loot as 'random'
    - aoe spoiling saves you time!
    - you don't have to kill to spoil (shadow chase mob for stun, spoil, fake death if needed, use silent step if place is crowded with aggressive mobs, steal from other people's mobs)
    - you can still spoil lower level mobs with the same chance as long as they are not dark blue
    - your level of mug/plunder determines the probability of you spoiling successfully (if you spoiled a much higher monster than you then you will have to cast mug/plunder lots of times but you will still succeed in the end).

    swampland(85+)
    decayed spore - adamantite (moderate)
    swamp watcher - weapon fragment lvl 3 (very rare)
    chests - armor fragment lvl 3 (very rare)

    harnak ruins (85+)
    durable leather (moderate), gemstone r (very rare)

    fairy settlement (88+)
    durable leather (likely), gemstone r (very rare)

    seed of annihilation(90+)
    greater cokes (common), synthetic coke (moderate - rare)

    ! garden of genesis !(90+)
    many mats and many spoils and drops, find out for yourself in epeisodion

    spicula camps(93+)
    spicula elite solider - fire/dark/earth crystals (very rare)
    broken berserk golem - adamantite wire recipe (extremely rare)

    nornil's cave(93+)
    gemstone r (very rare), enchant armor r (very rare), greater synthetic coke (very rare), thin braid (common)
    laido golem of repairs - orichalcum wire recipe (extremely rare)

    seal of shilen(95+)
    weapon fragment lvl 3 (very rare), weapon fragment lvl 4 (very rare x2)
    hellish creature - orichalcum (rare)

    orbis temple(95+)
    armor fragment lvl 3 (moderate), armor fragment lvl 4 (very rare), enchant weapon r (very rarex2), gemstone r (rare), enchant armor r (rare), quality braid (moderate)

    guillotine fortress(95+)
    synthetic coke (likely), greater synthetic coke (rare), quality braid (common)
    mandragora of prayer - orichalcum wire recipe (extremely rare)
    rosenia's divine spirit - gemstone r (moderate)

    make good profit from:
    a lot of gemstone r when 95+ from gf.
    garden of genesis!
    a recipe...good luck :) (if you get one sell it for at least a good weapon in price!)



    lab results

    'lethal srike rate' 'mortality strike rate' buffs - seeing as lethal strike is not possible and after looking at terragamers website the 'lethal strike rate' could increase blow damage for "backstab" like attacks. any help on this would be appreciated!
    passive/buffs - lethal strike in pvp has been replaced by half kill, i am getting more info on this aswell as seeing if 'lethal strike rate' bonuses apply to half kill pve, please give me info if you can
    skill - #bloodstab# - currently self testing
    skill - #poison zone# - lvl 1 reduces stats by 10% and if the poison does succesfully land it does block magic and if magic was being cast and had not completed it will be interupted. testing success with bsps as success chance is too low.
     
    Last edited by a moderator: Feb 26, 2014
  2. thunder1989

    thunder1989 User

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    very good guide
     
  3. RedWind

    RedWind User

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    i must say : good work ;/
    +1
     
  4. Razzly

    Razzly Banned

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    those skills cannot be cooldown reset, only skill duration x2.

    dex increases critical rate for general attacks only. dex is valuable for dagger only for one purpose - for blow type skill land rate.
     
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  5. Anthares

    Anthares User

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    dex increases speed too. that's why it's important now, but anyway enchanter set is better than assasin (+ p.skill dmg doesn't work for blow-type skills. it makes octavis' necklace useless for othell, only good thing is high m.def)
    evasive counterstrike is very useful against melee opponents ( you don't have to use your ue/aod skill and it has quite fast re-use)

    wind rider survivability - yes, it has more evasion and dodge skill which works like evasive counterstrike (doesn't reflect damage), but most survivable othell is adventurer (more cp/hp because of passive skill and high con, high stun/poison/bleed resistance).
    i'd say:
    adventurer 5/5
    wind rider 4.5/5

    in past chronicles it was always like this:
    crit dmg - gh>adv=wr (adventurer had crit dmg/chance passive and focus power, wr had only crit chance passive and focus death)

    crit chance - wr>adv>gh

    speed - wr>gh>adv (adventurer had useful dash skill, didn't need target to use it like gh's/wr's blinding blow)

    survivabiliy - adv>wr>gh

    dual daggers are good with rhapsody and when your enemy used evasive counterstrike/dodge/counterstrike.
     
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  6. Bboy Wizard

    Bboy Wizard User

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    woops! :) updated.

    on the other thing, yep dex increases focus,speed, acc etc but i was in the mind of hoping increased dex also increased your chances of double and triple crit though i haven't found any information testing increased dex values as most threads are mad on str.

    if what your saying to me is true then the winner is str, which is quite sad really in terms of versatility. meaning (if you can) increase dex by a little bit and focus everything on str.

    i'd love for you to tell me more on evasive counterstrike because the few times that i've used it i had a lot of damage coming at me. i even tested it in monster race track and said to my mate please use skill attacks on me (he was a tyrr) and i couldn't evade anything.

    dual daggers do serve a purpose in the right circumstance but generally if a dagger isn't blowing its rubbish.

    i'll also re-edit the values somewhat based on health+resistance, seeing as elf has no health amplifiers.
     
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  7. Anthares

    Anthares User

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    tripple crit? where did you read that? :d
    i heard about double crit only. now all blow-type skills can be double crits. in the past only backstab had this possibility.

    evasive counterstrike works fine for me. i think it gives you ~90% chance to evade skills.
     
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  8. Bboy Wizard

    Bboy Wizard User

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    i've must have been so unlucky, will edit this now since 2 have already stated it works great.

    a friend of mine from na who had been an othell for a very long time had said he had triple crits and through pve and pvp i had noticed some very big numbers.
     
    Last edited by a moderator: Aug 27, 2013
  9. Anthares

    Anthares User

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    i'd say that both str and dex are important for othell. str = better skill mastery, crit dmg and p.atk. dex = p.skill crit chance, atk.speed and speed.

    as you can see, dex became important in lindvior and it may become even more important in further chronicles. ;)
    it's hard to say which stat is more important.

    i think the chance is level-based. when i was 94 i couldn't evade 99 character's skills. gms have to test it. it often doesn't work against tyrr's jump attack.

    well, i don't know blow-type skills formula, but sometimes damage is low and sometime extremally hight. for example: in kartia 95 sometimes i deal 30k dmg to mobs with skill, and sometimes even 1,5kk. why the difference is so high? i don't know. maybe some 99 lvl othells can tell us something about it? ;)
     
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  10. Razzly

    Razzly Banned

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    well lets discuss it:

    othell should've been a crit master - a glass cannon. it was always like that. therefore only str matters for dagger. dex is less important. remember one thing - do not remove too much dex or your skills will miss.

    str - chance for double crit, power attack, reuse skill mastery or double duration
    dex - speed, critical rate (general attacks), attack speed, blow land rate

    * - the red highlight is what dagger needs the most.

    as you can see - str is most important.

    next thing - damage. othell is specific class. even with dagger +15 you wont deal different damage then your +4 dagger. why? because othell is skill related and skill relate on your critical damage.

    therefore to maximize damage you have to:
    - enchant skills +++
    - put +15 str dye
    - belt with power skill increase
    - anything that increase power skill damage

    i could write a lot but i'm not best dagger on server. let more experienced give 3 cents to this topic :)
     
  11. orbi_

    orbi_ User

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    str dagger is lol dagger now :))
    fs can beat all daggers :p
    there is a bit difference +4 vs +7 dagger look here : http://boards.lineage2.com/showthread.php?t=260455, you can say 1k dmg is nothing, but in oly its enough.
    dual daggers ftw - more debuffs (scorpion poison), more dps, dagger not using only skills
     
  12. Bboy Wizard

    Bboy Wizard User

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    your saying str is stupid or excellent?
    clarify on why fs can beat all other daggers
    and again clarify on why auto attacking (of which a tyrr makes othell's look absolutely **** at imo) is any good, can you actually send a target into a "silenced" frenzy?
     
  13. Rubufaso

    Rubufaso User

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    dex does not increase speed, its old info... it was changed in god update

    from god patch notes :
    basic combat stats
    speed is no longer affected by dexterity (dex). the base speed of all races has changed.

    also: con does not affect stun resist

    from experiment 37: conclusion: judging from the results of the test, we can say for sure that increasing con does not provide any significant protection from stun. on the contrary, epic jewelry does give you resistance. resistance of saha is also helpful.
     
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  14. Bboy Wizard

    Bboy Wizard User

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    thanks rubu, updated descriptions in resistance.
     
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  15. Rubufaso

    Rubufaso User

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    i am noobing everywhere xd
     
  16. mYzor

    mYzor User

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    if you have an othell or a yull, take a look at your light armor passive.

    point n⺠9, from: http://l2wiki.com/goddess_of_destruction_-_tauti#skills_change
     
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  17. xHaseo

    xHaseo User

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    mhhh well , atm i can say : (old class based , new othells kinda lost this particularity)
    adventurer : survive = 5
    pvp damage = 4.5
    since they got mirage+ue to remove target now (and in the very beginning where players was still with pvp armor even mirage from old armors) is pretty hard to keep'em in target , but since they got less critical power and critical chance of the elfs , they land less damage (also , their "focus" , was power and chance , focus power was increasing damage from side by 30% and rear 60%)
    wr : survive = 4.5
    pvp damage = 4.5
    since they was the only class with dodge , they was (in term of melee vs melee) the most powerfull , since they was able to dodge the skills without taking any damage , pretty usefull against other daggers and duelists) , they was those with the highest dex , it mean they was able to land pretty much criticals (even 4-6 critical 2-5x in a row) , also , they got critical chance passive , mortal strike and focus death (side critical damage 30% and rear 90%)
    gh : survive = 4
    pvp damage = 5
    low con , so pretty low stun resistance and also low hp (back in pre-goddess) , but by far the strongest , high critical power as passive and also focus death , was a really deadly combo , also the chance of a skill critical was pretty hard , giving them the chance to one-hit easly even heavy users and to "drink" out easly even tanks w/o uds on
    but since god came out they kinda lost their "uniquenes" , 'cause every dagger now have "evasive counterstrike" and also same passives , the only little difference we got with lindvior is : humans higher hp , dwarfs higher hp/pve damages , wr another dodge (the old one) and speed/delay passive , gh another reflect (which is not working i guess , since if i get damage like 5k i reflect back only 1200 damages but i should test it) and a passive skill with higher critical damage , all things that kind bring us back to what we was , but it's just a "memento" , i hope that we will really get back our focus death with epeseidon (or whatever) , that will mean that othell rogues (especially and finally again the ghs) will start landing deadly and mortal blows...i heard that epeseidon will change "maximum mortality" effect (passive) , before tauti it was increasing our critical damage as well as the critical chance , but we lost that critical damage effect , but with epeseidon i heard we'll get it back (60% critical power from behind) , and our new focus death will give us (ghost hunter) 609 critical damage power and also 60% critical damage from behind , that mean 120% critical damage from behind , get ready for a backrape blow :p

    also : dex is not so useless since "p. skill's critical rate changes depending on dex" (light armor mastery from daggers) , so actually , the chance of landing a critical (and also a double critical) is dex based , as it was in the past (afaik)

    and also again : blows from dagger cannot only double crit , you can even reach a maximum of a 5x damage , you can try it by urself : if you land an hit of 4k-5k (usually is my normal damage) , you can even reach a damage of 20-25k , meaning that your damage has been increased of 4-5 times ^^ (if you're not sure about it , go check my videos on youtube , the last video , june olympiads , you can see some 3-5x criticals :p)
     
  18. Razzly

    Razzly Banned

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    as we can see, almost no difference.
     
  19. Bboy Wizard

    Bboy Wizard User

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    i question dex in light of what razzly has said, i haven't seen a lab test on dex with blow damage or success and achieving higher str improves the chances of resetting skills or making them double and i would believe the same instance with blow damage (like if you succeeded in landing 2 blows in 1).

    there are a lot of factors increasing damage for blows while fighting thinking about it, if you take any incoming damage you proc the drum melody of increased critical damage and that has a huge impact on blow damage and other factors that might not get noticed by the user, like if the iss gave you warriors harmony instead of knights or elemental attributes (attack/defense).
    so even though i've been told by a few of triple or more crits i have no clear evidence yet from testing to say that it is true.
    all i could say is that i had +10 dex on my fs on the na servers and i felt strong and was getting kills on people higher than me in oly, i didn't even care for my str.

    also on the +4/+7 dagger issue obviously there is no significant improvement to damage, why waste money on blessed enchant scrolls when you can save up for a boss jewel or something else that might aid you.

    str vs tyrr crit rate <--see thread


    if you look at this thread you will see that:

    - str plays no part in your ability to do double damage with a skill

    so based off that i think i'm safe in saying that:

    - str has no influence for an othell to do double damage with a skill


    it has to be dex which is making an othell land a double crit on blows.
     
    Last edited by a moderator: Mar 5, 2014
  20. xHaseo

    xHaseo User

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    we should request it on the experiment :eek: about landing 2 blows in 1 , tbh , with str you can reset your blows delay , about the 2 in 1...i doubt you can cast 2 blows with 1 hit , but sometimes it happened in naia server that i saw that with 1 blow i got 2 times the damage , for example , yesterday during a pvp , i bloodstabbed a feoh 99 for 13k , but instead of 13k in monitor i saw 13k and 13k again with 1 blow , but since i haven't 1-hitted him (since i guess feohs doesn't have 26k hp) i guess it's just a graphic bug 0.o

    well , the critical damage activated by the drum actually increase critical damage by 2x (kinda) so for daggers is pretty good , well , str increase ur critical damage , p.atk and double/reset chance , but critical damage increasment is pretty low , p.atk is totaly ininfluenced (since tauti it work even for daggers but you feel no difference at the end) , i don't know about chance of resetting/doubling time with daggers since we got a 1000% chance from our passive , but i guess dex is best set up since it increase your chance of land a double critical :
    example : str 100 > damage 1000 , increase str to 150 > damage 1300 (since i don't guess is so much influencing , but who knows?) , double crit 2600 , 10 blows , full str no dex improvement , you got like 30% of landing a double crit , so about 3-4 blows of 2600
    dex 50 > damage 1000 , increase dex to 80 > damage 1100 (it should increase damage as well since are blows) , double crit 2200 , 10 blows , full dex no str improvement , got like 45% of landing a critical , so about 5-6 blows of 2200

    damage made by enchanting is not so much for daggers since p.atk never worked so much for us , but , (at least on juji's test in na forum) a skull edge +7 cd+pvp land an higher damage than every +4 1 sa dagger after r grade , but since you can put on a single apo shaper 2 sa kinda cheap (40 gemstone + cry) , an apo 2 land higher damage than a skull

    i guess the best setting for an othell is : +5 dex +5 dex +5 str , pendant dex and armor on str/dex as you like , seraph armor +6 (since for normal players , legit , no ebayer , adena buyer or bot owner of any kind , is pretty hard/impossible to afford the pvp stones and all the items it require for make an r99 pvp) and specter shaper 2 sa +4 (since in naia 2 sa require 5000 gemstones , but few can afford 5-6bilions of adena to spend in gems , even if you can spoil'em in gf , but it will require a lot of time) , this is what i think , but i guess you need to know how to use your dagger and you should set it up in the way you like the most without "copying" others :p
     
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