r/ToME4 • u/pathofnut • 15d ago
Which weapon is better?
I recently started playing and Im trying to get good at selecting equipment. I was wondering which of these weapons is better and why. Im playing a Shaloren Doombringer.
3
u/Vandelier 15d ago edited 15d ago
The Latafayn could be very strong if you want to shift your play style to be focused on spreading and consuming burns and Fire damage. I haven't messed with it much, but my understanding of Fire Burn damage is that it applies burning (and causes the first tick) rather than dealing direct damage. I could be wrong about how it works, but if so, it would fundamentally change how Doombringer plays by lowering its burst damage and shifting focus to building burn on nearby targets and then consuming them with the weapon's action. This has some synergy with the burn related talents of the class, but lowering Doombringer's burst feels...wrong.
But again, I'm not even certain Fire Burn works quite like I described. If it works more like Physical Bleed (Steamsaws) where you'd deal full damage and get half of that as a DoT as well, then that could be extremely strong.
The other weapons...
As a general rule, I hardly even look at the Power percentage on weapons unless nothing else about them stands out.
And one does. That first weapon in the image has two extremely good hit procs that have strong interplay. The action and global speed debuff procs are phenomenal, especially when taken together. The effective damage increase and damage taken decrease from controlling the enemy action economy through those slows will be stronger than just about any possible difference in Power percentage on the weapons. And you're in a class with pretty good crit chance and with a passive which can force crits, so that on-crit proc will be very easy to get up quickly. Although the 20% global speed proc tends to do better on classes with multi hit attacks, it lasts a few turns, so it'll tend to have good uptime on strong single targets. These slows also play well with stacking the Horrifying Blows debuff, making it easy to lower the damage of strong enemies, slow them even further, and crowd control them with Hope Wanes. The slows also interact well with your global speed from Flame of Urh'Rok. And wait, it even gives +15% crit chance?
This weapon has a LOT going for it. Of the selection, I'd absolutely use the first one.
The second weapon would be very good if your class didn't already give you ways of handling what the stats offer you. Reckless Strike and Obliterating Smash already help against high armor or defense foes, and Destroyer all but covers your physical pen (caps at 70%, btw). Plus, by the amount of Accuracy you'd get from equipping that weapon, your current accuracy looks fine for most enemies. You also have damage sources that don't rely on accuracy. Ultimately, this weapon does little for Doombringer.
The third weapon just has some of the weaker procs. Not really even worth consideration. I'd even take the previous weapon over this one.
The final weapon is interesting. Putting talents on cool down with such a high chance is always strong. But...it just doesn't stack up to the slows and crit on your first weapon.
There's my two cents.
2
u/pathofnut 15d ago
Oh I didnt know phys pen caps at 70%. That makes the axe worse than I thought. So Im guessing the slowing weapon I had equipped was the correct one huh.
Im still intrigued by the Layafayn though so I may do some testing with the dummies in the base. Im surprised that you are praising it, some other commenters are claiming that its a weak weapon here because Id have to stack both phys and fire modifiers. Plus Id lose the ability to oneshot. But so far my doombringer is tanking quite a bit and bosses cant be oneshotted either way so it doesnt seem that big of a deal.
4
u/Vandelier 15d ago edited 15d ago
Yeah, penetrations cap at 70%.
Generally speaking, Latafayn is a weak weapon for exactly that reason. It's the sort of artifact that utterly changes the way you play and build your class. You really have to build into it to make the most of it. But Doombringer already deals a mix of fire and physical damage to begin with, so it's not as though fire damage and penetration aren't already useful to you. It kind of meshes with what the class already likes and has available.
You already get significant amounts of physical and fire pen from Destroyer-buffed Reckless Strike, and you have a way to lower fire resistance through Fiery Torment (which can lower their fire resistance into the negatives for a multiplicative damage bonus, by the way), which is also your hardest hitting ability for enemies that survive long enough and benefits greatly from fire damage bonuses even without the Latafayn.
Fiery Grasp, Fearscape Shift, Infernal Breath, Maw of Urh'Rok, Burning Sacrifice, Fiery Aegis, Fearscape, Incinerating Blows, Fiery Torment, Detonating Charge, Destroyer (through the bonus to Incinerating Blows), and Burning Hex all do meaningful amounts of fire damage to begin with. You don't want to ignore fire damage bonus as a Doombringer. If anything, using Latafayn would mean wanting to prioritize fire damage bonus over physical.
Eternal Suffering can even be procced, with some luck, to increase the duration of Burning on the enemy before you use the weapon's active talent. Assuming your burning is applied for three turns, this would effectively more than double the damage Latafayn's on-use effect would cause.
All this can cascade in a really interesting way. Imagine killing a trash enemy during a boss fight with Fearscape Shift or some other AoE and triggering Burning Sacrifice with that, which then hits the boss to trigger Incinerating Blows' bonus damage at double the normal damage. Imagine then using Fiery Torment and proccing Eternal Suffering, with it more than doubling the Burning duration on the boss target. Then you use Latafayn's on-use effect to deal that six-turn double-damage burn with a 25% damage bonus before then also being boosted by your fire damage bonus, all that stacking multiplicatively with the enemy's negative fire resistance caused by Fiery Torment. Then, as if that's not enough, turns later, your Fiery Torment explodes, boosted by 30% of all that damage and all the other damage you did during its duration, and then further by your fire damage bonus...
You can imagine, right? Lots of potential damage.
It's not exactly better than just building a Doombringer with a normal weapon, but it's definitely an interesting alternative way to do it. Just how effective it is depends on exactly how Fire Burn damage works, and if it lowers your up-front damage or not.
Haha. Talking about this almost makes me want to try building a caster Doombringer focused on fire damage and Staff Combat.
2
u/pathofnut 15d ago edited 15d ago
The issue is Fiery Torment and Incinerating Blows are dogshit talents that you wont catch me dead leveling past 1 lol
Someone else suggested using the training dummies and it was a very good advice. I did just that, I tested my current sword back to back with Latafayn and I found that they did around the same DPS. The active was like a guaranteed crit sort of, nothing more. Sure Im already built for physical while my fire bonuses may not be as great, but ultimately I dont think its worth it to build around a single late game random drop if the benefits arent massive.
And when you consider that for that bit of extra damage youd be losing a bunch of slowing effects as well as burst yeah I dont think this unique is specially good for doombringer.
PS: A potentially big factor is that I havent even learnt Eternal Suffering, that can surely ramp up the damage quite a bit, but as I said its a lot of investment for a weapon that isnt all that great. But its not like its terrible either, Id probably use it if I didnt get other good weapons.
PPS: Fire staff doombringer does sound interesting. You probably want to max fearscape and the entire fearscape shift tree for max damage and healing. Its weakpoint though would be lacking single target for which youd kinda want Latafayn I guess?
2
u/Vandelier 15d ago edited 15d ago
Yeah, although I wrote all that up, I ultimately agree on Latafayn. Unless you were already going hard on fire damage, I'm not sure why you'd ever actually use it. Honestly, though, it feels like it's a weapon practically made for messing around with using the item vault - the potential of the weapon is interesting, just impractical to build in mind of for the entire game until you get it otherwise.
But, hey, don't you dare go shitting on my precious Fiery Torment. :P
I just wish it were AoE damage like Corruptor's Corrosive Worm...
PPS: Fire staff doombringer does sound interesting. You probably want to max fearscape and the entire fearscape shift tree for max damage and healing. Its weakpoint though would be lacking single target for which youd kinda want Latafayn I guess?
I think even as a Staff Doombringer you'd still be doing most of your work in melee range. The focus would just shift almost entirely to fire damage, and your melee burst damage would be lowered a chunk. In turn, your fire AoE damage will increase pretty significantly due to being able to stack purely fire damage bonus.
Could use Latafayn. But since you can cause just about any Staff to do purely Fire melee damage by changing its aspect to fire, although its stat scaling would usually be kind of bad using it to attack (most staffs scale off magic at lower percentages than 2h weapons do with strength), you could probably make up for it by having a full focus into fire damage and utilizing Fiery Torment to boost single target burst.
Unless you happen to find a 2-handed weapon with fire damage type, you're probably best off with one of those two things.
I guess you could forego worrying about actual melee damage at all and focus on the staff accuracy bonus to procs kind of like a staff Reaver does. I'm fairly sure Incinerating Blows is considered a proc, like Reaver's Ruin talent, so... Plus Incinerating Blows can proc On Spell Hit stuff. The hard part with this would be min-maxing for this by NOT taking any Strength despite needing it for many talents...
3
u/pathofnut 15d ago edited 15d ago
If you go full fire spell route you could easily forego all skill trees that rely on STR early, since they work with melee hits anyway. Mid-late game you can get any good stuff you may want like blinding speed or demonic blood by hoarding STR equipment.
Strategy would be to max wraithform (there would be a lot of spare points), enter a room from a side wall, nuke someone with a rotation and leave the way you came with a movement infusion.
Youd probably want to mess with hexes as well, which a melee build doesnt have the time nor the points to do. Same applies to survival tree which is also useful for the ghost flanking.
My biggest concern would be sustaining vim without draining assault. Other spells can be paid with life no problem, but you need to be able to sustain fearscape and maw for a while to kill bosses. As I said the build would struggle with single target damage.
3
u/Meraxes_7 15d ago
I personally would lean towards the first one for the cripple and global slow since the damage seems similar across them all. But i also have yet to beat nightmare with a melee class :P
2
u/Electronic-Scar-5053 15d ago
I'm leaning to the voratun greatsword or lotafyn, i'm curious how lotafyn would work in the hellscape move doombringer has
1
u/dude123nice 15d ago
It would be easier if you posted the other weapon damage representation, IMO
1
u/pathofnut 15d ago
How so? This seemed simpler to compare.
1
u/dude123nice 15d ago
I guess it's just oersonal preference, but I've never used this mode. I don't even understand how the dmg is calculated. Like "Power 176%" of what
1
u/pathofnut 15d ago
Of the relevant stats such as physical power Im guessing? But I dont find that as important as its purely relative. If weapon A does 100% and weapon B does 120% you know that weapon B hits 20% higher on average.
0
u/dude123nice 15d ago
Except thatnot how it works. Weapons have a bade damage that gets later multiplied by physhical power. Apparently the damage conversion is this: power = (sqrt(base_dmg / 10) + 1) / 2
I just think seing the raw numbers is more usefull.
1
u/EatThisShoe Demonologist 15d ago
It's literally a percentage multiplier. That whole equation you posted, it's the result of that. See the last line under Step 2, and how it is used in Step 5: https://te4.org/wiki/Combat_Damage





5
u/ChickadeeVivi 15d ago
Probably the truestriking voratun battleaxe of shearing, especially if your phys pen isnt high.