ProHibited Report post Posted January 2, 2009 (edited) Fatal Man Costs: 7 pickpoints, 150 gc Increase the chance of scoring a hit regardless of your opponent's skills/defence by 10%. Ok, if I see this right the chance to score a hit would be increased from (example) 60% to 70% or from 1% to 11%. Assuming that this is correct, will experience points (in attack) be awarded for making a hit that is caused by this perk? I would also like to know what PKers think of this perk. -How much better is the perk compared to increasing rationality (assuming you have not reached 48 yet, also taking into account that rat increases reasoning). -Which other perks should be taken before fatal man is picked? I am building a PK charackter on the PK server, where a/d is capped at 100/100. I have not reached the cap yet so I will not yet take Glow in The dark perk yet. Mirror could be an option tho. In 'big' pk fights RED capes have to be used. edit: all 'extra' hits give exp. Edited January 2, 2009 by ProHibited Share this post Link to post Share on other sites
Wynand Report post Posted January 2, 2009 I had fatal man for a few weeks. IMO not worth the pp's unless u plan on farming dragons (you could use fire/ice arrows+rapier and probably hit as much as a 130's a/d char... if you get max phys/vit/will I bet you could kill them without a diss... then again you're on a no cooldown server so you prolly don't even diss if you have 80 max mana ). As for PK, I believe 6 reas will be more beneficial, especially since you will only be fighting people around your own strength and weaker. If you want a good PK perk, take evanescence, thats 10% less damage taken every fight, and its also 2 pp's cheaper. Share this post Link to post Share on other sites
korrode Report post Posted January 2, 2009 I agree with St_A about that perk. In the case where it takes your chances of hitting from like 5% to 15% on an opponent, well, you're gonna lose anyway ;p ...and in the case where u already hit them say 60% of the time, then another 6 reas will offer more than a 10% increase in hit chance. Share this post Link to post Share on other sites
ProHibited Report post Posted January 2, 2009 I'm not really sure if 7 reasoning has more effect on hitting% then fatal man perk. For killing yeti+ the perk will have a greater effect. On the pk server a guildie with good attributes (not 100 a/d..), lands hits on me 99% of the time (using a bone). In that case the perk would be pretty useless. When I fight fluffs with tit long I land 85%+ of the hits. With fists a bit less ofc (train without wep). An additional 10% means more exp from training. Looking at the rate at which I gain a/d levels its gonna take a pretty long time before I reach the caps. So for me it may be worth it for pk/mobs. The server is not that populated, so farming dragons could be fun Or instances if we get them. I'm just gonna save pps. Decide later on. Share this post Link to post Share on other sites
korrode Report post Posted January 3, 2009 (edited) I'm not really sure if 7 reasoning has more effect on hitting% then fatal man perk. For killing yeti+ the perk will have a greater effect. On the PK server, with 100 Attack cap, u are prolly right in specific regards to Yeti. But in general 7 reasoning works out better... it's dependent on how close u are to being able to hit your opponent 'well' to begin with... the closer you already are to hitting them 'well', the better the Reasoning becomes. Edited January 3, 2009 by Korrode Share this post Link to post Share on other sites