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    What does Occult reinforcement do?

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    What does Occult reinforcement do? Empty What does Occult reinforcement do?

    Post by jimmyc0341 Wed Apr 17, 2013 1:22 pm

    Ive been playing the game for a little over 4months now and still do not know what the purpose of Occult reinforcement is. I noticed the Server weapon's description says it's imbued w/a Frightful occult energy that slowly replaces HP w/each hit so is that what Occult reinforcement does?
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    Post by jimmyc0341 Wed Apr 17, 2013 1:44 pm

    I should probably rephrase my question. I looked @ the Wiki before and it's almost the same description as Divine weapons.SO basically what is so special about Occult weapons aside from scaling w/Faith?
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    What does Occult reinforcement do? Empty Re: What does Occult reinforcement do?

    Post by WhatDoesThePendantDo? Wed Apr 17, 2013 1:45 pm

    No, that's just the Server which has life-stealing capabilities.

    Occult supposedly is good for taking down the gods.
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    Post by Hue Wed Apr 17, 2013 2:07 pm

    Occult deals 10% damage against gods

    Also, occult path further reduces the str/dex scaling and increases faith compared to divine (like enchanted compared to magic)

    Occult has lower base damage, but better scaling; better for high faith builds

    And it has nothing to do with the frightful occult energy in the descriptions of the server or the effigy shield
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    Post by Automancer Wed Apr 17, 2013 2:11 pm

    Occult does more physical damage than a Divine.
    Divine does more magic damage than an Occult.

    The myths regarding the use of Divine or Occult on either host or invader is false. That's all there is to it.
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    Post by jimmyc0341 Wed Apr 17, 2013 2:32 pm

    SO basically Occult is only good for PvE and even more so for Boss fights? Damn. I actually thought Occult energy was good for life stealing capabilities like the server but apparently not. SOrry for the stupid question it's just the wiki didn't give me a good enough description or answer my question. I take it no one really uses Occult reinforcement
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    Post by WhatDoesThePendantDo? Wed Apr 17, 2013 2:36 pm

    Some Faith builds do, it's a personal choice.
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    Post by Automancer Wed Apr 17, 2013 2:42 pm

    Faiths builds that do not want to spend points in Str or Dex will take either of these upgrade paths. So the weapons will scale off Faith instead of Str or Dex.
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    Post by jimmyc0341 Wed Apr 17, 2013 2:46 pm

    I got you. I'm actually using a Faith build in my 3rd playthru so I might check out Occult reinforcement
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    What does Occult reinforcement do? Empty Re: What does Occult reinforcement do?

    Post by Jester's Tears Wed Apr 17, 2013 5:54 pm

    jimmyc0341 wrote:I got you. I'm actually using a Faith build in my 3rd playthru so I might check out Occult reinforcement

    Occult club is one Beast of a weapon! Just sayin'
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    Post by Latitoast Wed Apr 17, 2013 7:02 pm

    Occult has a damage boost against holy enemies too if I'm not mistaken.
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    Post by Dibsville Wed Apr 17, 2013 7:47 pm

    Occult is good for two reasons:
    1. They do more damage on God-like enemies
    2. They have better scaling than Divine weapons

    Many Faith builds will use Occult due to the fact that the better scaling means it is stronger. It may not look stronger on some weapons, but for the most part a 50 FTH build will see more damage coming from Occult weapons.

    On top of that, they deal 10% extra damage to God enemies. So enemies such as Gwyndolin will take extra damage.

    While it's true Occult may do less physical damage, you have to remember that magic is also a viable attack type as it is very rarely guarded against with the exception of Crest Shield and Dark Hand. So in the end, and Occult weapon will do more damage.
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    Post by Cronotis Wed Apr 17, 2013 10:13 pm

    Tsmp wrote:I've been doing some minor testing with divine and occult modifiers.
    This post will list what I've found out about them so far. Feel free to
    contribute.

    Divine modifier: Weapons with the divine modifier gain a % damage bonus relevant to the modifier itself. For example, a 110 modifier gives a 110% damage boost, or 10% more damage, to divine-weak enemies. Divine embers and unique divine weapons frequently describe themselves as being more effective against "pawns of necromancers" and "dark agents", and so far this holds true. Weapons with a divine modifier have the unique property of permanently killing the catacombs reassembling skeletons. Doesn't seem to affect players.

    Confirmed enemies: Catacombs skeletons, catacombs giant skeletons, new londo "dark masses", the four kings.

    Note:
    previously I said hollow enemies and the new londo darkwraith mobs were divine-weak, but this doesn't seem to be the case. Unless they're weak to both divine and occult, that is. Further testing required.

    Occult
    modifier: Weapons with the occult modifier function in a similar manner to divine weapons, but the bonus affects different enemies. The occult ember says such weapons are for hunting gods, and are more effective against their kin and followers. Doesn't seem to affect players.

    Confirmed enemies: Black knights, silver knights, Gwyn, Gwyndolin.


    Aaand...
    that's it. There's not much to these things. For most weapons the boost is negligible, and without the boost an enchanted weapon would out-damage a divine or occult weapon. The only notable exceptions to this are Grant (130 divine modifier) and the true Greatsword of Artorias (140 divine modifier). Unfortunately there's no occult equivalent of these two, but an occult rapier will still wreck Gwyn's ****.
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    Post by Hue Thu Apr 18, 2013 2:58 am

    Dibsville wrote:
    While it's true Occult may do less physical damage, you have to remember that magic is also a viable attack type as it is very rarely guarded against with the exception of Crest Shield and Dark Hand. So in the end, and Occult weapon will do more damage.

    And Havel's shield, with 90% magic protection
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    Post by Forum Pirate Thu Apr 18, 2013 3:17 am

    Hachouma wrote:Also, occult path further reduces the str/dex scaling and increases faith compared to divine (like enchanted compared to magic)

    Occult has lower base damage, but better scaling; better for high faith builds
    Not true.
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    Occult does more physical damage, but the AR is nearly identical. On top of that, magic defense is generally lower than physical, combined with defense mechanics and increasing returns on AR, this means that the magic-heavy split of divine weapons will generally yeild more damage than occult.

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