Just to give a little insight from my own experiences with this dagger, the proc rate is semi dependable on snaring. I certainly wouldn't *count* on it, but it is nice in a pinch. To elaborate;
Your own personal dexterity is going to have some effect on this, so mileage will vary, but with my own dexterity being at 186 I tend to proc (just to give a rough ratio) every third mob. Of course the RNG (random number generator) likely controls this for the most part, again being aided by the dex rating, but if you're without a snare class in your group this does serve well.
I have had a bit of an issue with the proc actually landing/sticking on red cons, whereas I've never experienced a resist on blues/whites and rarely yellows, so I presume it does a resist check just as if you were actually a finger wiggling class casting the spell - but that's purely speculation on my part. You'd think out of all the years of playing, I'd know these things with certainty, but que sera sera... :)
So there ya go. Just thought I'd try and give a touch of insight on the proc rate and dependibility from my own experiences.
The darkness line of spells from Necromancers and Shadowknights tend to be resisted more than any of their other DOTs. Most necromancers rarely cast anything other than Clinging Darkness and Engulfing Darkness, the first 2 versions of the spell. After that, they just take too much time and mana just to have them resisted. But in a dagger, Dooming Darkness is an awesome effect. You don't have the time and mana issue that goes with casting the spells.
hmmm Im a necro and I casted dooming darkness up until I got the 63 snare.I would cast this over Clinging or Engulfing anyday of the week.What have you been smoking...
#REDACTED,
Posted:Apr 09 2004 at 4:01 PM, Rating: Sub-Default, (Expand Post) hahaha im glad your dagger got stolen and what are you going to do to them /petition? pffft by the time a GM answer's you will prolly have a dagger of your on your twink rogue......loser
then they would have to change the graphic on all of the other fabled items. The point of the fabled items is to give you items that back in the day were considered some of the best and make them usefull again today in celebration of the 5th year of eq why would they change the old school look of them?
Sad story: my cleric main and a friend's 65 ranger killed fabled assassin with help from a 65 warrior that we picked up. Before i could get my twink there to loot the dagger some jerk rogue snuck in and took it. =-(
Seems that most items that have both HP and Mana have Endurance tagged on, the amount same as the plus to Mana. I'd attribute the Mana here to laziness in programming on the part of the programmers who are obviously applying stats via Find&Replace.
That being said, I'd still like to get one of these for my rogue's offhand...
...and as of this time, it IS in my offhand. Still hasn't been nerfed for a required/recommended level. For a brave (or, perhaps, foolhardy) young rogue, this is the ultimate twink item. Just sneak/hide down to LGuk, beg the guys camping the Frenzied to pull the assassin for you, and loot up. I can only imagine the joy I would have had when I got Backstab at Lv10 and had a piercer like this in hand.
Heres a thought , What if , since it has a spell on it , that it needs the mana on the item to cast the spell effect , from a programers point of veiw... Maybe ....
#REDACTED,
Posted:Mar 18 2004 at 1:21 PM, Rating: Sub-Default, (Expand Post) I really, REALLY hope you're new at this game. If not... Well, good luck, buddy.