Quote (Mors_Agni @ Sat, Feb 21 2009, 07:51pm)
The higher Radius is negated again by the Low Chance to cast it...
Not the numbers u se on the items (33% / 35%), but look:
As u said, the Merc won't let her get hit that often... and that Dec is bound on Attacking is it's advantage, because it triggers much more often and sure than AD.
Imo, The usual boring A2 Merc > any A1 Merc, doesn't matter how u try to see it.
this tells me you haven't tried it
don't get me wrong, i would only use this on an enigma wearing character, you can put your merc in harms way and she will cast amp on the entire field
if you dont wear enigma and have the reapers mighter, you have no control over your merc either, he'll wander off and attack monsters that arent a priority and get killed by monsters who are a priority in the process
a1 mercs are immune to iron maiden, barbs using berserk are too
we can do baal/chaos runs together and neither of us die constantly
its not a matter of trying to see it one way or the other, the fact is that the a1 merc is completely viable and superior to the reapers merc in certain applications
some people don't like their merc dieing to IM constantly, this is an option
since the ctc is when struck, in large groups of enemies, she actually has a much higher chance of casting amp than a a2 merc who's getting knocked around (baals minions for example)
don't get me wrong, wearing fortitude and having a might merc can increase your overall damage by about 50%, if you do 10,000 damage with grief pb you will do about 15000 with might and fortitude (this is what my barb does anyway, critical strike is considered in my calculations)
we can consider a typical hell monster to have 50% dr (where decrepify doubles your damage and amp triples it)
fort might decrep = 1.5x*2 = 3x damage
enigma amp = 1x*3 = 3x damage
we can get comparable damage to a fort + might wearing barb and have the convenience of wearing enigma
you won't be rushing any of your friends with a frenzy barb wearing fortitude,
nor will you be teleporting to mephisto (i've never found anything worth keeping in durance lvl2, its huge and usually full of those anoying bone fetish,
or keeping your merc out of the "bugged" hydras in travincal, if they start taking too much damage you have to waste juvs on them or stand in between the hydra and your merc so they dont take damage
then we see that amp lasts almost a minute instead of 4 seconds, and it gets casted on far more monsters because the radius is the half the screen notthe length of the merc weapon
im not trying to argue that this is better than a reapers might merc, im just saying that it is a viable alternative
in the end it comes down to your style of play and what you want of your merc/character