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Joined: Apr 2011
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1) Can spells crit? (Magic Missles, Fireball, Firewall, ect.)
2) If so; do the "Death Blow" skill and "Butcher" enchant increase chance for spells to crit?
3) Also; if spells can crit, is the damage caused affected by "Heightened Reflexes?"
4) If your weapon has 2 or more enchantment slots, can you "stack" the same enchant (i.e. using Rank 10, 9, and 8 of the same enchant) on the same weapon?

Thanks, if I think of anymore I'll be sure to add them!

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1) I doubt it. But I believe points into Intelligence increase the base damage of spells.
4) No. Only one instance of an enchantment type is allowed on a weapon.

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Thank you, do you know if the magic damage on weapons can crit?

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I'm pretty sure that Magic Damage which comes from weapons can crit, it should function the same as physical damage, and I think that uses Heightened Reflexes.

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I'm wondering if I did a dual wield crit build, but used magical weapons instead of physical damage weapons and mixed in the "Firewall" spell if it would be at all effective, or if I'm better off sticking to a more "traditional" STR/DEX crit build?

Also, when you have the option to respec your skills, can you remove the starter skill you are given and re-allocate that point?

Last edited by Act; 02/04/11 12:50 AM.
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In DKS the magic damage weapon enchantment gets applied to attack spells, as well, so dual wielding is very effective for full or part time mages.

The class based starting skill point does get recovered when you reskill (the slayer skills that start off on level 1 drop back to that level).

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You can re-allocate you voluntary skill (the fighter/ranger/mage choice at the start), but not your slayer skills, you will always have your starting slayer skills after a respec - e.g. you will always be able to mindread in the game.

I think + magic damage is better than + physical damage on weapons because +magic also stacks with your damage spells (assuming you use damage spells). Raze is right about dual-wielding. If you have +100 damage on both weapons, then both weapons will get both bonuses (e.g. +200/weaon, +400 in total).

If you want the ultimate melee combatant later in the game, use some malachite gems to enchant both enchants (+100 magic damage and +100 physical damage) on both weapons, you'll basically be getting +800 damage, assuming you have enough dual-wield skill to avoid penalties on the off-hand damage. +Magic and +Physical damage are considered to be separate enchants, so you can put both on a single weapon.

If you're a pure caster, just put +100 magic damage on each weapon (and no points into dual-wield skill) and you'll get a handy +200 damage on your spells, incuding EACH magic missile (off hand penalties do not affect the spell damage bonus).



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