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#1 |
Harper
![]() Join Date: March 21, 2001
Location: Lancs, England
Age: 40
Posts: 4,729
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Ok, ive always been a fan of the collector staffs with max mods as opposed to green staffs. Me and Dave were having this debate earlier today.... Anyway, my question is this. My Necro uses Defensive Bone Staff Of Fortitude 15-22 Energy + 10 Halves Casting Time Of Death Magic Spells (20%) Halves Recharge Time Of Death Magic Spells (20%) Armor + 5 Health + 30 My Monk uses Defensive Holy Staff Of Fortitude 15-22 Energy + 10 Halves Casting Time Of Healing Spells (20%) Halves Recharge Time Of Healing Spells (20%) Armor + 5 Health + 30 The armor and health upgrades on both staffs come from the maximum upgrades. Now, I'm wondering. As you can see I use the defensive staff head. If I change this to a hale staff head (+30), I'd get HEALTH +30 HEALTH +30 My question is, would this stack? I don't wanna waste a ton of money finding out if it doesnt. And also, would you change it to have Health +60 or keep Health + 30/Armor +5? Thanx guys! [b]Oh, and I have four max upgrades for sale. 1k to any IW'er that wants them...can't be bothered flogging for the usual 2-3k. Perfect Defensive Staff Head +5 Perfect Defensive Hammer Grip +5 Perfect Warding Axe Grip +7 (vs Ele) Perfect Warding Staff Wrapping +7 (vs Ele) Please take them off my hands, I need cash. [img]tongue.gif[/img]
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#2 |
Ironworks Moderator
![]() Join Date: June 27, 2001
Location: Montreal, Quebec, Canada
Age: 44
Posts: 6,766
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Yes they stack, I often make pvp characters with both the health upgrades and it raise my health twice.
[ 09-13-2006, 09:44 PM: Message edited by: Luvian ]
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#3 |
Harper
![]() Join Date: March 21, 2001
Location: Lancs, England
Age: 40
Posts: 4,729
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But would you do it PvE?
I'm a MM necro btw, and Healing Monk. [ 09-13-2006, 09:47 PM: Message edited by: Lavindathar ]
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#4 |
Ironworks Moderator
![]() Join Date: October 26, 2003
Location: Sydney, Australia
Age: 44
Posts: 4,416
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It depends.
the Extra health will help against armour ignoring damage like degen. + 5 armour would help against warriors and elemental attacks. As a MM I would suggest maybe a +1 Death 20% mod to give some of your minions a extra kick when raising them. BTW While collectors staves are nice the only downside is you can't really sell them OR salvage the mods off them after they have been added. Though that is the same for greens as well (though you can usually sell them back later on)
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#5 |
Harper
![]() Join Date: March 21, 2001
Location: Lancs, England
Age: 40
Posts: 4,729
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With regards to selling, usually the weapons you used are customised so you cant sell on anyway....
And death mod +1 is rare and expensive! I have DM 18, same as Dave's Necro...
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#6 | |
Baaz Draconian
![]() Join Date: August 22, 2004
Location: Sydney, Australia.
Age: 40
Posts: 737
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Quote:
The only way (that I know of, anyway, which isn't saying much) to get higher than 16 in any attribute is the 20% +1 upgrades you can buy/find on weapons/offhand items. As a general rule (for myself at least) for items with the same stats, golds trump greens, greens trump collectors. |
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#7 |
Ironworks Moderator
![]() Join Date: October 26, 2003
Location: Sydney, Australia
Age: 44
Posts: 4,416
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I think you can get DM 18 but only if you.
1. Visit a Grenth statue when you have favor. 2. Get lucky and get the +1 20% hit. [ 09-13-2006, 11:53 PM: Message edited by: T-D-C ]
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#8 |
Harper
![]() Join Date: March 21, 2001
Location: Lancs, England
Age: 40
Posts: 4,729
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Yeah I meant 16. Sorry guys.
Same as Dave, cos I changed my build on his advice yesterday....
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#9 | |
Lord Ao
![]() ![]() ![]() ![]() ![]() ![]() Join Date: August 25, 2001
Location: Winchester ,Virginia , United States
Age: 73
Posts: 2,081
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Quote:
I found that useing an Insightful +5 energy Staff head with the +30 health Staff wrap of fortitude is a better combination because of the energy boost needed in spell casting and still having the +30 health to help counter a skill Rune negitive health penalty placed on your armor. What ever you chose is more prefernce on your part and what your character Build is because you may prefer the +20% to Enchantments over the +30 health if your a Necromancer for increased damage on enimies or increased hex life on them. Below is a list you can use to help with what is available for staffs upgrades. Staff Bonuses are as follows: these are the Base Bonuses found on the staff itself and can't be changed or altered but may have up to any 2 on a single staff. 1)Shorten Condition Duration----Reduces The Duration of a condition on you up to 20% 2)Improves Casting Speed--------5-10% chance to Halve your spell Casting speed of any spells 3)Improves Casting Speed--------10-20% chance to have the casting speed of spells from a particular attuibute 4)Improve spell Recharge--------5-10% Chance to halve your spell recharge times 5)Improve Spell Recharge--------10-20% chance to halve the recharge time of spells from a particular attribute Below are the Upgrades you can add or replace to suit your style of play. Staff Prefixes (Heads): can use only 1 per staff in any combination with any 1 staff wrap 1)Defensive Staff head ---------adds Armor Bonus +4 or +5 2)Insightful Staff head --------adds Energy Bonus +2,+3,+4 or +5 3)Hale Staff Head---------------adds Health Bonus +15 to +30 Staff Suffixes (Wrappings) can use only 1 per staff 1)Staff Wrapping of Warding-----adds +4 to +7 Armor vs Elementail attacks 2)Staff Wrapping of Shelter-----adds +4 to +7 Armor vs Physical Attacks 3)Staff wrapping of Defence-----adds +4 to +5 Armor Vs everything 4)Staff Wrapping of X Slaying---adds +15-30% vs X (a creature Type) 5)Staff Wrapping of Enchanting--Allows Emchantments to last 10-20% longer [ 09-16-2006, 02:51 PM: Message edited by: TheCrimsomBlade ]
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#10 |
Harper
![]() Join Date: March 21, 2001
Location: Lancs, England
Age: 40
Posts: 4,729
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Ty Crimson, for the time being Im just gonna stick with what I have got!
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