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Slayers and DI cap

Skelf

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So we have been reminded (informed?) that creature specific slayers do 3x damage whilst Super Slayers do 2x. Fine.

How does this mesh with DI, EoO, Perfection and so on? Cap used to be 300% anyway. Does a species-specific slayer simply remove the need for any other form of DI or does it add. I have been trying to find out thru testing but there are just so many weapons I'm willing to burn 10 Pearls on when the materials for superslayers are actually easier to get.

Cheers and thanks to anyone who knows the answer.
 

Basara

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Limit is +300% DI.

A Superslayer is +100% (aka double damage)
A normal Slayer now +200% (aka triple damage)
Enemy of One spell is +50%
Divine Fury is +10%
Crushing blow special move is +50% IIRC.

Then, you have weapon Bonuses, and Jewelry bonuses.

Still not sure how Bushido bonuses factor in (especially perfection). They are supposed to be part of the cap, but I'm not sure that Perfection bonus is in actuality.

Anatomy, Tactics, and STR bonuses (and maybe Lumberjacking) modify the displayed damage, before factoring in DI (which is why a 12-14 damage weapon causes your displayed damage on your status bar to be something in the 30s to 50s). The DI bonuses multiple this modified amount.

So, if you've got a high-DI weapon, and DI equipment, you can go without the chiv spells (and the resulting double damage to you in Enemy of one from other types), using a non-super slayer.

Sometimes, though, you'll want a super, though (many champion spawns). Then again, a Terethan slayer, with EoO cast on the dread spiders or Poison eles, and high mana/life leech, will work as well, at Mephitis (just keep healed).
 

Basara

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Oh, she's spider, all right - it's just that the most dangerous spawn from the 3rd & 4th level of the spawn are Terethan.

You are best using Terethan slayer up till she pops, then switch to the Spider slayer after all the spawn close to the altar is dead.
 
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