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The Rusty Cutlass Official archive about Weapons and Skills

Old Max Skill Descriptions Thread

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  #16  
Old 02-06-2008, 05:13 AM
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Thanks gravedigger. Can you give the skill description stats on the maxed out aim shot and bane shot? Once I get all the base numbers I'm going to try to figure out more of the damage formula for this game. Again thanks to the community for continuing to help me complete this article!



~Capt. Morgan
  #17  
Old 02-06-2008, 06:12 AM
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Bane Shot ~ A cursed bullet. deals 100 to 199 damage and reduces enemies attack power by 30% for 8 seconds

Take Aim ~ Hold down attack button for an aimed shot inceases the accuracy and damage of the shot. Deals 43 to 85 damage slows an enemy for 6 seconds

but i use these in a combo for much more powerful results ..

Grenades

Throw with 5 points ~ Fire in the hole, basic throwiing skill. Deals 57 to 114 damage

used with maxxed out explosive i produce damage in the range of 1000 to 1500
on lvl 31 undead raiders....

Dagger

Swipe with five points ~ A whirling dagger attack. Deals 86 to 171 damage and slows an enemy for 6 secs ....
... i like it, the quick 200 or 350 damage in the second step of a combo.. if you mistime they feel the hurt fast!
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JASON YELLOWHOUND Capt'n of the Yellow Fox War Frigate

*Notoriety level 38*
*Master of Sailing**Master of the Voodoo Doll*
*24 Cannons*
*22 Staff* *22 Cutlass*
*20 Dagger* *20 Pistol*
*17 Grenades*
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  #18  
Old 02-08-2008, 06:43 AM
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Pistol Hex eater shot 5 points~ 57 to 114 damage 100 to 199 voodoo damage. A chance to remove hex from a target.

new one for your list

Later .. Crows nests to clean
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JASON YELLOWHOUND Capt'n of the Yellow Fox War Frigate

*Notoriety level 38*
*Master of Sailing**Master of the Voodoo Doll*
*24 Cannons*
*22 Staff* *22 Cutlass*
*20 Dagger* *20 Pistol*
*17 Grenades*
Officer: The Dolls
"If you don't know how to swim get off my boat before it sinks"- Yellowhound
  #19  
Old 03-01-2008, 02:33 AM
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Hey guys! Love this thread!!! Keep up the great work.

There is so much good information here. I can't wait to see it in a couple months. I sure hope sombody stickies this so it is easy to find.
  #20  
Old 04-16-2008, 07:45 PM
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Dagger and Cannon questions

With the daggers I haven't leveled mine much yet so I don't understand the mechanics of it completely yet. Since multiple dagger skills are throwing skills does anyone know the cooldown on these skills? Also do they share cooldowns at all, or can you use them one after another?

with cannons I don't understand, Is lightning not fireable in rounds of 3? Also is explosive a single shot or a round of 3, what is the drawback to having explosive, because it seems to be alot of damage? Someone said something about not being able to carry much ammo I think. Anyone know the limits of ammo on any or all of the cannon types?
  #21  
Old 04-17-2008, 07:36 PM
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I have done very little with my daggers up to now so I cannot help you there. I have near mastered cannon though so here is my 2 cents.

Quote:
Is lightning not fireable in rounds of 3?
Lightning is a single shot. It loads 1, you fire it, then it loads 1.

Quote:
Also is explosive a single shot or a round of 3
Explosive is also a single shot.

Quote:
what is the drawback to having explosive, because it seems to be alot of damage? Someone said something about not being able to carry much ammo I think.
Explosive has 3 major drawbacks but it is an interesting skill. If they ever introduce ship to ship PVP, it might be VERY interesting.

The first drawback is you can only carry 3.
The second is the range is VERY VERY short. You pretty much have to be within a couple boat lengths to hit it.
The final drawback is it's insanely LONG load time. It takes as long as loading and firing 2 or 3 lightning rounds.

I put one point in this when it became available and I kind of regret it. I really never use it. That does not mean it is a useless skill. There is a way to make this work and I bet in ship to ship PVP, it could really be an awesome site maxed.

When I am sailing on a small crew with people I know, I inform everyone that 1 cannon on each side is my "Special Cannon" (usually the one closest to the stairs). When I first board the ship, I run to each of those cannons and "load" my explosive round. The game remembers the last ammo you loaded there when you get back so it is waiting for you. Now, I use other cannons to fight with. If a ship happens to spawn right on top of us, I just run to my loaded "Special" and lob an explosive round at the hull. The animation looks cool and it does do some serious damage. Maxed, it would probably near sink most ships. This does not happen much but it is fun to use once in a while.

Quote:
Anyone know the limits of ammo on any or all of the cannon types?
I understand this as the limits on the amount you can carry. I am pretty sure these are correct:

Round = Unlimited
Chain Shot = 50
Grape Shot = 50
Firebrand = 50
Thunderbolt = 50
Explosive = 3
Fury = 50

Happy Sailing!
  #22  
Old 04-17-2008, 09:24 PM
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Quote:
Originally Posted by silverbow25 View Post
With the daggers I haven't leveled mine much yet so I don't understand the mechanics of it completely yet. Since multiple dagger skills are throwing skills does anyone know the cooldown on these skills? Also do they share cooldowns at all, or can you use them one after another?
Ive mastered dagger, primarily to get it out of the way, I didnt like it that much, however as I got it up into higher levels had more fun with it.

Cool down times I didnt keep that close a track of. I found that after I had the first 2 throwing skills I could end each attack sequence with them alternating between the two.

You can use each of them one after the other, so they do not appear to share cooldown times at all.

I have actually defeated decent level enemies using just the additional skills, and not the primary attacks/combos. Throw dirt does help even with just 1 point on it i found. As far as where to put skill points, id love ideas... I have the weapon mastered, and have unused skill points... anyone have suggestions?

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  #23  
Old 04-18-2008, 12:31 AM
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So far, this is what I have thought about:
(1/5) Cut
(1/5) Swipe
(0/5) Gouge
(5/5) Eviscerate
--Ammo Types--
(1/5) Throw
(1/5) Adder
(2/5) Throw Dirt
(0/5) Side Winder
(0/5) Vipers Nest
--Passive Effects--
(5/5) Finesse
(5/5) Blade Instinct

(21/26) Total

That leaves 5 points for either sidewinder or vipers nest. Not sure yet which I would prefer to take. Still researching. This is my best guess as a decent build for PVE. I have no idea what a PVP one would look like.
  #24  
Old 04-18-2008, 02:15 AM
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Quote:
Originally Posted by Capt.Morgan View Post

Endurance: +125 Health

This one confuses me, as 125 health really seems like small beans, and that's the max number guys, for FIVE of those oh so scarce skill points. I think it's a bit of a superfluous skill. Bottom line, save your points.



Sharpshooter: 25% increased accuracy for guns/daggers.

Dependant upon the accuracy mechanic in this game. Also dependant on the mechanics of accuracy reducing skills. Not enough info on it.

Dodge: 10% chance to dodge a ranged attack.

Same issue as Parry however, in PvP dodging 1 out of 10 aimed shots may make the difference between a win or a loss. Jury is out on this one, I'll wait to update until someone contacts me with more feedback.

Eagle Eye:

Attune: Can attune up to 5 friends or enemies! The more targets attuned, the weaker your hexes will be!

Necessary. Period. I'm maxing it and I endorse maxing it. Whether you use it for damage in PvE, or healing in either PvE or PvP, being able to attune more targets is required.


Focus: +40 Voodoo points.

Dependant upon your voodoo necessities. In the big scheme of things, 40 voodoo isn't a whole lot, really. May be good if long term constant overhealing becomes required for a PvP metagame or new in game content, but the shape of the current game makes this not worth while, for the moment.

Spirit Ward: 10% chance to resist enemy voodoo attacks.

See Parry and Dodge. However, I have heard that the Voodoo staff is a large part of PvP combat currently, so perhaps it is worth while. Up to the individual really. Just remember, 1 out of 10 for FIVE full skill points. Don't bother putting any in if you won't put all five.

Concentration: Increases Voodoo recovery rate by 50%

Spirit Lore: Increases casting speed for the Voodoo Staff by 20%

Conservation:

Determination:

Left Broadside:[Cooldown:20 sec.] Cannon damage increased by 20%!

Right Broadside:[Cooldown:20 sec.] Cannon damage increased by 20%!


Endurance is one of those skills when at the end doesn't look like all that much but those 25 points a pop come in handy while developing the character.

Or if you're going to dismiss Endurance, at least promote Determination which increases your health recovery rate (50% maxed).

The resist skills (Parry, Dodge and Spirit ward) are handy for that extra little bonus from time to time. They are useful for a few points if you have your other skills where you want them. Parry works regardless of the weapon you have in your hand at the time.

While I'm a fan of Endurance, I am not as fond of Focus. At eight points per point spent, it's the same amount you get from leveling the staff. Not all that useful when you consider the cost of the various hexes.

Conservation reduces the vodoo costs for the doll and the staff. (20% max I beleive, I'm not there yet). But the reduction in cost when coupled with the faster recovery rate from Concentration, it means you can practically use the doll unmilited (there are still the recharge rates) because the vodoo will regernerate before the hexes recharge.

Eagle Eye increases the range of dagger and gun shots (20 ft maximum). It can be helpful when attracting enemies especially if there's an eager beaver in the party who can't wait to charge into battle.

I have 4 in attune and that seems to be a good mix... it allows for 3 allies and 1 enemy or 2 and 2 or 1 and 3 the other way. Spreading the affects over more than 3 really dillutes the effects to the point where it doesn't seem worth it.

And if you have 3 allies attuned it's hard to attack more than one enemy since you always seem to have an eye on stats to make sure no one needs healing or curing. Also keeping everyone in range is a bit like herding cats and increases in difficulty with each added target.

And I believe a maxed broadside has an increase of 25%, not 20. I have one side with 5 points and one with 4 in case there's a need for a slightly lesser amount of damage. EDIT--- nope I'm wrong. Sorry about that 5 points is 20% and 4 is 15%. I had the 5 and the 0 right at least. But my opinion on having one side slightly weaker still holds

That's my $0.02. Your mileage may vary.

Last edited by mongo; 04-18-2008 at 05:09 PM..
  #25  
Old 04-24-2008, 01:56 PM
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I liked the information displayed in general. I don't do PVP so the upgrades helping nothing but PVP I won't really use unless... unless decent uses towards PvE come up...

I've been needing a nice reference on how to spend my skill points for my new character. (Sarah... something something... can't remember the rest of the name). And my brother Solomon something something needs help with his skill points to, he just clicks everything he sees, luckily he's only invested a point into everything >_> cuz he's new.
  #26  
Old 09-05-2008, 10:11 PM
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I know this is an old post, but I did a search & this one was the most relevant in a way.

I'm trying to decide if I should max out Desolation or just have one point in it & max out Spirit Mastery instead and hopefully the 25% extra damage would cover it along with the other ones, but me having no clue how much damage Desolation does at rank 5.... I mean if like max Desolation does less damage than 25%+base damage then I'd rather put my points into Spirit Mastery coz it helps out all the other hexes as well.

So anyone know what the max amount of damage Desolation does??
  #27  
Old 09-05-2008, 11:56 PM
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I like Desolation - but because it also causes damage to yourself I find 1 point is all I ever used (nad it more for showing off than practical use ).

I would think the points on Mastery would be better - but - if your trying to keep the staff weak for larger REP return - I would just save them until later
  #28  
Old 10-14-2008, 10:39 PM
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Desolation is max at 1050 -2100 if you have 4 points or more in spirit matery an level 40.
  #29  
Old 10-15-2008, 02:34 AM
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This guy hasn't been seen in long time. I'll start this type of thing though once I get Dog to 40; once we get Skill Redistribution there on Open, that is.
 


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