Everything posted by peddroelm
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[INFO] Synergy of Abilities v1
turning wheel, lightning strikes & Chanter's Fire lash chant (lash attacks) apply to flagellant's path attacks (equipped weapon stats don't - maybe battle axe's crit bonus does - to be tested).. Enervating blows weakness triggers on flagellant's path crits ..
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The Merciless Hand Talent (Doemenels) - Broken?
finally gotten around to test it for spells .. It works for spells too http://forums.obsidian.net/topic/78239-abilities-various-other-damage-related-mechanics-revealed/page-4?do=findComment&comment=1691677 (tested some low level direct damage wizard spells)
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Abilities & various other (damage related) mechanics revealed
Any chance to make some spell do fixed damage? A few low level direct damage Wizard spell tests fan of flames test 30-42 base (memdited to 42-42) 30% might 42 * (1 + 0.3) == 54.6 // hit 42 * (1 + 0.3 - 0.5) == 33.6 //graze - hit quality additive 42 * (1 + 0.3 + 0.5) == 75.6 // crit (battle axe crit bonus didn't apply) looks that it is a bug for Torment's reach AOE //consoled rabbit fur & merciless hand 42 * (1 + 0.3 + (0.5 + 0.25 + 0.1)) == 90.3 // crit Merciless Hand talent works for spells and so do Rabbit Fur Gloves ////////////////// Thurst of tattered Veils 18-35 (memedited to 35-35) 35 * (1 + 0.3 + (0.5 + 0.25 + 0.1)) == 75.3 // crit ///////////////// Jolting Touch first Hit 20-35 (memedited to 35-35) 35 * (1 + 0.3 + (0.5 + 0.25 + 0.1)) == 75.3 // crit ////////////////// Minoletta's Minor Missiles 3 * 12-21 (memedited to 21-21) 21 * (1 + 0.3 ) == 27.3 // hit 21 * (1 + 0.3 + (0.5 + 0.25 + 0.1)) == 45.2 // crit ////////////////////// Fireball 25-35 (memedited to 35-35) 35 * (1 + 0.3 + (0.5 + 0.25 + 0.1)) == 75.3 // crit //////////////////////// Minoletta's Bounding Missiles 15-23 (memedited to 23-23) 23 * (1 + 0.3 + (0.5 + 0.25 + 0.1)) == 49.5 // crit
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[MONK BUILD] - Let's start buildin some hurtin bombs - POTD, TOI, Blind
it is not that hard to get "huge" damage number for the sake of it .. 2 handed weapon crit on a 20 base damage roll Torment's Reach, Two Handed Style, Turning Wheel, Lesser wounds. Max constituion, injure , heal to injure more (stack wounds) 30% might bonus, 15% Fighting spirit , 15% two handed weapon, 20 * (1+ 0.3 + 0.15 + 0.15 + 0.5) * (1 + 0.5 + 0.25 + 0.05*NrWounds ) Will give 90+ damage per swing with 8 wounds .. can you get the rabbit's 10% crit item before lvl 5 ? Might could go above 20 at level 4 with buffs .. Discharge torment's reach against undressed (not to lose damage due to DR) party member until you roll a 20 . .. Congrats, your lvl 4 monk did more than 100 damage once .. Might get better numbers with AOE damage scrolls ..
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[INFO] Synergy of Abilities v1
EDIT2 Apparently for some buggy reason I couldn't combo shadowing beyond(backstab) with any ability (finishing blow/crippling strike/blinding strike).. (backstab bonus won't apply) I need to run more tests but it just doesn't seem to work.. I will make a bug report on this .. Original comment combo per rest rogue abilities (finishing blow + shadowing beyond(backstab)) to chunk bosses from ~ 50% endurance left while dualwielding sabres .. backstab can be combo-ed with sneak, deathblows , shadowing beyond & finishing blow ( + 100% + 50% + 120% + 50% ) additive damage * finishing blow multiplicative component * lash damage ( on weapon enchantment + chanter buff ) to chunk super boss units (like the 2 dragons) when they're bellow ~60% endurance (dual wield) (assuming you can land the money shots ..) Truly obscene - overkill damage numbers - twice per rest cycle vs injured opponents .. the additive bonus list will also usually have + ~40% might mod+ 45% superb weapon +20% reckless attack and even +50% on crit mod + 50% from annihilation mod + 25% merciless hand talent + 10% rabit fur crit mod if it crits.. Numeric example (target above 50% endurance at combo activation, assuming both swings land and crit.. Apply blinding strike before shadowing to lower deflection. Buff own accuracy before that ..) ~16 * (1 + 0.4 + 0.45 + 0.2 + 1 + 0.5 + 1.2 + 0.5 + 0.5 + 0.5 + 0.25 + 0.1 ) * 1 * 1.5 = 158.4 (before DR. first swing to bring target down into less than 50% endurance range ) ~16 * (1 + 0.4 + 0.45 + 0.2 + 0.5 + 1.2 + 0.5 + 0.5 + 0.5 + 0.25 + 0.1 ) * 1 * 1.6 * 1.5 = 215.04 (before DR. second swing to chunk target) Damage numbers go up significantly the more injured target is before activating (but more of it will be wasted on an already dead target) .. (the scaling component of finishing blow).. Used 16 as average base damage for sabres. Could add another 0.25 additive from weapon of slaying enchant vs the proper enemy type and another and 0.2 for savage attack (risky since it lowers accuracy ) and 0.25 for vs target specific talent (might've run out of talents by this point)
- 1.05.0567 Monk Transcendent Suffering bonus from might not factored on displayed fist damage range
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[BUG] Transcendent Suffering damage bonus displayed with Might bonus
EDIT wrong thread bump OP in this old thread is incorrect (but I cannot edit/delete) - this link describes the actual issue (the might bonus does apply to the damage added (and inflicted) by trancendent suffering but is not registered by the char sheet damage range) http://forums.obsidian.net/topic/79393-1050567-monk-transcendent-suffering-bonus-from-might-not-factored-on-displayed-fist-damage-range/
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Trancendent Suffering +accuracy doesn't apply to monk "special attacks"(torment's reach AOE, rooting pain AOE..) but accuracy from weapons enchan does
title also if you ever end up looking into transcendent suffering there is this other issue http://forums.obsidian.net/topic/79393-1050567-monk-transcendent-suffering-bonus-from-might-not-factored-on-displayed-fist-damage-range/
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Torment's reach mechanics ..
25-25 torement's reach "weapon" 30% might dual wield unique battle axes Edge of Reason & We Toki 25 * (1 + 0.3 - 0.5) == 20 // graze savage attack as predicted - not working for "magic weapons" 25 * (1 + 0.3 + 0.5 + 0.5) == 57.5 // crit The Bonus damage on crits for Battle Axes transfers to TR crits 25 * (1 + 0.3) == 32.5 // hit Accuracy from Transcendent Suffering doesn't apply to Torment's reach AOE chance to hit - but the accuracy enchantment from (superb/excellent) weapons did . 73 accuracy TR AOE with fist // level 10 monk +12 accuracy to fist did not transfer to TR AOE 85 accuracy TR AOE with Blade of Endless Paths (superb weapon) 73 + 12 87 accuracy TR AOE with We Toki ( knight weapon focus + excellent weapon ) 73 + 6 + 8 91 accuracy TR AOE with Edge of Reason ( knight weapon focus + superb weapon ) 73 + 6 + 12 94 accuracy TR AOE with We Toki ( knight weapon focus + excellent weapon + fighting spirit ) 73 + 6 + 8 + 7 98 accuracy TR AOE with Edge of Reason ( knight weapon focus + superb weapon + fighting spirit ) 73 + 6 + 12 + 7 25 * (1 + 0.3 + 0.5) == 45.0 // crit with fist weapon // console in merciless hand talent (+25% damage on crits) .. Might bonus changed to 33% (some debuff expired) 25 * (1 + 0.33 + (0.5 + 0.5 + 0.25)) == 64.5 // crit - merciless hand worked for TR AOE crit TL-DR Torment's reach AOE component uses a 15-25 base "magic" weapon that inherits accuracy enhancements from equipped weapon (but NOT from transcendent suffering when using fists) . Fighting spirit +7 accuracy did apply, the 15% damage did not (presumably applies to proper weapons only) ..The bonus crit damage from battle axes and merciless hand talent applied to TR AOE component (all sources of crit damage very likely to work) TODO Will battle axe crit bonus (crit damage bonuses in general) apply to EVERYTHING ? Will the annihilation mod on other unique weapons work the same ? Will rabit fur glove apply to TR crits ?
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Abilities & various other (damage related) mechanics revealed
25-25 torement's reach "weapon" 30% might dual wield unique battle axes Edge of Reason & We Toki 25 * (1 + 0.3 - 0.5) == 20 // graze savage attack as predicted - not working for "magic weapons" 25 * (1 + 0.3 + 0.5 + 0.5) == 57.5 // crit The Bonus damage on crits for Battle Axes transfers to TR crits 25 * (1 + 0.3) == 32.5 // hit Accuracy from Transcendent Suffering doesn't apply to Torment's reach AOE chance to hit - but the accuracy enchantment from (superb/excellent) weapons did . 73 accuracy TR AOE with fist // lvl 10 monk +12 accuracy to fist from transcendent suffering did not transfer to TR AOE 85 accuracy TR AOE with Blade of Endless Paths (superb weapon) 73 + 12 87 accuracy TR AOE with We Toki ( knight weapon focus + excellent weapon ) 73 + 6 + 8 91 accuracy TR AOE with Edge of Reason ( knight weapon focus + superb weapon ) 73 + 6 + 12 94 accuracy TR AOE with We Toki ( knight weapon focus + excellent weapon + fighting spirit ) 73 + 6 + 8 + 7 98 accuracy TR AOE with Edge of Reason ( knight weapon focus + superb weapon + fighting spirit ) 73 + 6 + 12 + 7 25 * (1 + 0.3 + 0.5) == 45.0 // crit with fist weapon // console in merciless hand talent (+25% damage on crits) .. Might bonus changed to 33% (some debuff expired) 25 * (1 + 0.33 + (0.5 + 0.5 + 0.25)) == 64.5 // crit - merciless hand worked for TR AOE crit TL-DR Torment's reach AOE component uses a 15-25 base "magic" weapon that inherits accuracy enhancements from equipped weapon (but NOT from transcendent suffering when using fists) . Fighting spirit +7 accuracy did apply, the 15% damage did not (presumably applies to proper weapons only) ..The bonus crit damage from battle axes and merciless hand talent applied to TR AOE component (all sources of crit damage very likely to work) TODO Will battle axe and all bonuses to crit damage apply to EVERYTHING ? Will the annihilation mod on other unique weapons work the same ? Will rabit fur glove apply to TR crits ?
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Abilities & various other (damage related) mechanics revealed
My tests where done using the same character - but the results were conclusively the same . Speed mod on unique weapons doesn't do anything attack speed wise (other than limit enchantment potential ).. http://forums.obsidian.net/topic/78410-proper-debugger-breakpoints-dot-hot-tests/?do=findComment&comment=1691111
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So is +20% speed on weapons working?
based on 1.05.0567 tests - NO ! http://forums.obsidian.net/topic/78410-proper-debugger-breakpoints-dot-hot-tests/?do=findComment&comment=1691111
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Proper (debugger Breakpoints) - DOT / HOT tests
new game 1.05.0567 done some tests regarding the weapon mod "speed" * 1.2 attack speed .. IT DOES NOTHING (10 dex char, no armor, no other attack speed mods, normal (out of combat) game speed) average time between attacks in milliseconds Battle Axe 2861 Rimecutter 2849 Last Blade Of The White Forge 2848 BladeOfEndlessPaths 2855 Rapier 1866 Sword of daenysis 1888 test data https://docs.google.com/spreadsheets/d/1cNXUEzBMdHHQmMpZ0aoUP2EmdCFQkoAjsQZPbdc7feI/edit?usp=sharing
- Abilities & various other (damage related) mechanics revealed
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Abilities & various other (damage related) mechanics revealed
I didn't specifically test for this - but is very unlikely for damage mods/enchantments on a weapon to directly apply to another weapon/ability .. There is however a claim that "annihilation" does apply to torment's reach AOE magic attacks. I should get around to testing this hopefully no later than this weekend .. Even if it turns out to be true - it would only be due to a bug ..
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Abilities & various other (damage related) mechanics revealed
1.05 Converted Save Backstab adds 100% additive damage mod to melee attacks DeathBlows adds 120% additive damage mod to melee attacks ( description mismatch - it is possible they nerfed it in 1.05 down to 100% and it is not retroactive - a test with new 1.05 game is needed to check ) 20 base sabre damage Might 39% Savage Attack 20% Reckless Assault 20% Crippling Strike / Blinding Strike 25% Sneak Attack (SA) 50% Backstab 100% Deathblows 120% //Blinding strike 25% 20 * (1 + 0.39 + 0.2 + 0.2 + 0.25 + 0.5 + 0.5 ) == 60.8 // Crit + SA 20 * (1 + 0.39 + 0.2 + 0.2 + 0.25 + 0.5 - 0.5 + 1) == 60.8 // Graze + SA + Backstab //crippling strike 25% 20 * (1 + 0.39 + 0.2 + 0.2 + 0.25 + 0.5 ) == 50.8 // Hit + SA // WHY NO BACKSTAB ?!?!? 20 * (1 + 0.39 + 0.2 + 0.2 + 0.25 + 0.5 + 0.5 + 1 + 1.2) == 104.8 // Crit + SA + Backstab + DeathBlows //regular attacks 20 * (1 + 0.39 + 0.2 + 0.2 + 0.5 + 0.5 + 1 + 1.2) == 99.8 // Crit + SA + Backstab + DeathBlows 20 * (1 + 0.39 + 0.2 + 0.2 + 0.5 + 1 + 1.2) == 89.8 // hit + SA + Backstab + DeathBlows
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[INFO] Synergy of Abilities v1
Not sure I see why Xbows or Arbalests matter here, beyond the Pally's own weapon focus or whatever special ability the ranged weapon in question might possess. Range (and high damage per hit for flames of devotion) - when dominated / confused he might walk towards the mushroom pack and then be in range for more confusion/domination attacks (assuming you've managed to pull/clean the mobile opponents first) or traps .. Best case scenario - lose more health than necessary ..
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1.05 killing them with love series
Some timely heals. Otherwise that mass paralysis bull#$%#$ might've been dangerous ..
- [MONK BUILD] - Let's start buildin some hurtin bombs - POTD, TOI, Blind
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Is the Sword and the Shepherd a Hot or just a one time heal?
1 time , no heal over time
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Stunned (spell effect bebuff) vs Stunned (disable on crit weapon effect) - Should rename one of them or equalize effects
Stunned effect on crit (vs fortitude) on some unique weapons (borresaine, stormcaller, aedrin's wrecker) disables the affected target completely for the duration (cannot take any action but is not otherwise debuffed in any way ) Stunned effect on some abilities/spells (ex stunning blow ) - target is again disabled for the (usually shorter) duration - and a plethora of debuffs (huge - deflection, -reflex save , enabling sneak attacks, etc) .. If those are different abilities they should have different names and icons. If they are the same - they should have the same effects .. (What happens when you crit with starcaller on a monk using stunning blow - can you apply both types of stun in the same time ? )
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[MONK BUILD] - Let's start buildin some hurtin bombs - POTD, TOI, Blind
Why take turning wheels if you are going to spam torment's reach? There are times your monk gets more wounds than he can dump .. (could be eating a huge damage spell, or more often paralyze/stun/stuck - and eating a lot of damage ) .. You can then start to "slowly" discharge wounds with torment's reach and turning wheel will keep doing (slowly decreasing) work for each torment's reach discharge .. That said Turning Wheel is not an early-mid game perk - it only starts to shine during the later stages - it scales with the monk's endurance & health pools and a party's ability to heal .. You need endgame endurance to be able to keep fighting with 10-15 wounds and maximizing TW potential . TW makes dumping constitution on a monk problematic .. Monk maximal single target DPS requires both torments reach and turning wheel ..(and swift/lightning strikes) ..
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[INFO] Synergy of Abilities v1
Paladin + Ranged Arbalest/Crossbow + Righteous Soul (lvl 9) will effortlessly 1 vs 1 immobile mushroom types of enemies ( Dank Spore // Swamp Spore //Giant dank spore) .. Once their mobile friends have been drawn away and disposed of .. The 'shrooms can dominate the paladin for a second or two and then he shakes it off and keeps pumping them full of arrows 1 at a time ...Confusion is not that dangerous in this 1 vs 1 situation - dank spores have pathetic DPS . I recommend Aerin's Wrecker as (with a bit of luck) it can keep the target 1 vs 1 target mostly "stunned_v2" ..
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Does marking actually work?
your google fu needs improvement .. It intermittently adds +10 accuracy to a SINGLE closest (distance wise) allied unit ..
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Analysis of class abilities, combos and min-maxing based on (solo) PotD Adra Dragon fight strategies
All spells/strategies he listed work just as well (better) with a full party setup ..