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					 讨论规则及指引
 讨论规则及指引 5
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For example, the Berserker class has the "Rampage" passive skill - investing points in this skill gives you a % chance to "rampage" whenever you kill an enemy giving you faster movement, attack and cast speeds for the next 5 seconds. You can invest more points in TL2 passive skills over time, which usually boosts the performance of the skill somehow (stronger buffs or longer durations, etc.)
I hope that was helpful.
But to ask again:
Does it actually make any difference if I have three or four active skills that trigger with mana or consume mana?
Because if I use one skill and it consumes mana, then the mana for the next skill is empty or almost used up. 🤷
Two more questions:
1. Where can I find out what the individual damage colors mean?
2. And what color is poison damage? Is it green?
But poison doesn't do actual damage in green, just green puddles, is that right?
In-game there's an Options setting to turn Damage Events to "Verbose" that will show:
Red Damage Taken,
Orange normal damage,
Light Blue critical damage,
Purple fumble damage,
Dark Green Health Steals,
Dark Blue Mana Steals,
as different color numbers.
Torchlight 2 is an older game - or at least the developers didn't think to give Damage Types their own colors unlike what is seen in games like Chronicon.
= = = =
There's 5 damage types in this game (a 6th exists in some modded classes outside the normal game).
1 = Physical (Bleed is Physical over Time yet cannot proc from Physical normally).
2 = Fire (may proc Burning that is simply Fire over Time).
3 = Ice (may proc Frozen that decreases Run, Weapon, and Cast Speeds by 33%).
4 = Poison (may proc Poisoned that decreases Damage and Armor by 33%).
5 = Electric (may proc Shocked that randomly shoots 3 ground bolts outward from targets).
Extra Details:
Any form of damage-over-Time cannot be resisted by anyone.
All damage types have a damage-over-time variant.
Most enemies only carry high amounts of Physical Armor.
Strength and Focus usually play well together in most cases (especially if Dps / Weapon Damage is sourced then converted or paired with Flat damage).
Dexterity plays easier with Strength.
Vitality is for equipped Shields and small enemy threats.
Rare affixes found on rare equipment takes care of other survival methods beyond limited class skills.
6 = Magical (no procs, has no resists (think Piercing), only some mods access it, only empowered by Focus or +% All-Damage, is not a combo of all types - is a unique type - some mods unofficially color-code it purple on particles to make it distinct).
= = = =
I know for certain that some classes in the Ace mod provide many skills that use a Time-CoolDown that mitigates some of the Mana Loss by preventing Spam-use.
Or for the same mod's War_Bot class that sans almost any Mana-Cost (very low within 5 Mana-Cost literally in some cases) and is purely reliant on Cool-Down only.
As for (no Mods) Vanilla - not many skills utilize a long Cool-Down.
Worth noting also, the Embermage's full-charge bonus is to remove the mana cost of any skill used during this bonus period. You also end the period with a fully charged mana bar.