10-23-2003, 08:38 AM
Quote:The Prevent Monster Heal mod has some buggy behavior in the v1.10s beta
Another wording for sometimes works, sometimes does not.
Quote:but you can still stop monster health regeneration by equipping your merc with some Open Wounds items.
Not long ago, I wrote that monster's life regeneration could be stopped, according to their immunities, by poison, open wounds and prevent monster's heal --now that I read this, I should have first included killing the monster asap ;) .
Although there was no final conclusion in that thread, nothing was proved against the posibility of Open Wounds being triggered even by positive elemental damage on the weapon. In that case, Open Wounds should be far better than the buggy Prevent Monter's Heal.
Quote:p.s. As far as a Necromancer relying on Skeletal Warriors is concerned, a Blessed Aim merc will generally be more useful than a Might merc.
This is not the very first time I read this, and I suspect it's right. Nonetheless, for practical purposes the difference can't be told because a large skeleton army kills as fast using might as using blessed aim. In my experience, I got the best of both worlds, enhanced damage plus increased attack rate, when I used a war scepter to make a Beast runeword and giving it to my skelemancer. :D
Victorious warriors win first and then go to war, while defeated warriors go to war first and then seek to win.
- Sun Tzu, The Art of War