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Constentin Lévine

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Everything posted by Constentin Lévine

  1. According to the in-game description : Target: 20-30 , +20% Damage taken from Concelhaut's Crushing Doom attacks, -5 Deflection against Concelhaut's Crushing Doom attacks for 15.0 sec | Accuracy vs. Deflection But in reality this is very simplified : The spell trigger an Auto-hit that cause an effect that cause per interval a Melee (not weapon) attack (vs deflection) that cause a stacking damage and deflection malus for the attack. That mean if the doom can graze or miss, the effect that proc this attack cant. It is important because this is this last effect you can refresh with another Concelhault's Crushing Doom spell on the target before the end of the duration. * Then, with some refresh for the effect (or Enfeebled with low-int monk, or Dispersed Suffering), the stack can reach some level, making all enemy at his mercy : Here, I target my own character to keep the effect for some time with Barring Death Door. In the hostile effects list, the first CCD effect is the auto-attack that cause the doom attack, a new CCD adjust his duration. (Empowering the spell at first keep it empowered when refreshed ; trigger the Least Unstable Coil each Tick). The two followed effects are the deflection malus and the incoming damage malus (for CCD). Also, their duration are refreshed on a new tick, but with a new stack. There is no limit for the number of stacks, and they proc even on graze from the pulse (vs deflection). These screen was made 1minute after I launched the spell the first time , with +400% damage and -100 def for the spell. At 2 minutes and 30s, it is +1000% damage and -250def ! This spell work fine with Sungrazer (Blunt Rock, -1 Crush AR on any hit), Claim, and vanilla (and modded) Turning Wheel. As Illusion spell, the Whitewitch Mask and the Eye of Wael both grants 2PL. The Concelhault pet give also +1PL. Also, Boras pet (+5acc with spells for the party), Blinky (+5 melee acc for the party) or other melee acc and damage pets (not melee weapon) help to hit with the first dooms. Damage from melee or spell can be improved by food too. Edit : Shifter's Boar form apply his DoT on CCD hit. Of course the spell have to be launched before the spiritshifting. Also, with the Weyc's Wand, as wizard, the columns have 100% miss-to-graze, that help a lot for the beggining. Then, Hauani o Whe (3790 health +20% from a mod I forgot to unable) first form killing blow: In-game, env 93sec after my first CCD launch. I did not obtimized my character for damage, because it is a test.
  2. Like for Leap, there are also some abilities that can teleport without any cost if the "jump" is cancelled before the impact on the target. Free teleport can have many advantage, like moving in despite of an immobilizing effect on self, survivability, ect. That doesnt break Blade Turning or other effects cleared on move. That work with this list : Leap and upgrades (Barbarian, Bounding Boots) Flagellant's Path and upgrade (Monk) No Quarter (Rakhan's Field Boots) Hunter's Pounce (Ngati's Tusk) Stelgaer's Lunge (Slayer's Claw, Barbarian, Fighter, Paladin) Others like Escape etc doesnt work for free since their effects are instant.
  3. I forgot to say, about Judge (magistrate's Cudgel) the +10acc bonus work, for the wearer, only if the weapon is equipped but with everything (spells, etc).
  4. Woedica Priest is very strong as debuffer, the unique spells have not equivalent from other classes and the second effect from them (cant cast spells, cant use hostile abilities, ect) are not cleared by a resistance to the affliction (first effect). For exemple, at PL1, the writ of engagement is like you are swift (no engagement). The pl9 unique spell, Writ of Mending, Enfeebled in AoE, is for me the best PL priest spell. As SC priest, Spark of the Soul is potentially stronger than Symbols, for exemple if all allies are around enemies (5* the Shock AoE per 3s on them, more with summons or pets). Hand of Weal and Woe is also very strong with the Aloth's Scepter ( 20%chance to reflect Punishment spells for the whole party) : targeting an allie heal him (targeting an anemy can kill him before the end of the spell), and because the spell is KW as Punishment/Fire/Restoration, he can be returned by the ally (or allies) and then create a new beam. The healing and damages both profit from Restoration and Fire PL bonus.
  5. Sometimes, a negative effect spawn in the Beneficial effect list of enemies, with a great advantage for their duration : the enemies cant reduce them (not affected by resolve). But you can prolonge them! It is easy with a Tactician-Priest, and more again with also a rogue in the party : In first, using the Blunderbuss with Powder Burns will Blind the priest (>>Confusion because of Tactician), and he can cast 2 Salvation of Time on enemies. Once, casting Disciplined Barrage (or upgrade) will clear the Blind effect, triggering Brilliant by the way if the target is flancked (Hand Mortar Distract on crit, Mule Kick disoriente). Repeating this Attack-and-clear trigger brilliant each time, and refresh the spell list each time (so not every 6s but in 3 or 4s). After refreshed, a new Powder Burn confuse the Tactician Priest which can cast again SoT on the enemy. With a rogue (persistante disctraction) it is really easy to trigger Brilliant in chain, with Engaging-disengaging "dance". That seems tedious but it is because my explanations are unclear. In practice, it is simple, and the effects concerned are enought good to think about a Tactician-Priest in a party composition : No Quarter (Rakhan's Field Boots, downed (2s) without resistance or immunity) Run Through (Whispers of the Endless Path, Downed (4s) and DoT, ...) Bring Low (Rust's Poignard, -10 all defenses) Brittle Frost / Deep Freese (Tarn's Respite, -1 deflection / action speed on hit, 10stacks) Prepare the Offering (Sanguine Greatsword, -15 deflection vs melee, -2 slash AR) Judge (Magistrate's Cudgel, +10acc vs the enemy) Debauchry (Pukkestabber, "false" stun effect (without resistance or immunity against) on crit vs kith or wilder) In picture : This is certainly the harder CC strategy vs all bosses. By the way, Preparing the Offering bounce with Driving Flight, and Run Through DoT is affected by weapon enchantment and Deathblows etc.
  6. The weapon effect like Wounding (Lacerating, Maiming, mortal Wounds) are not a separate roll, and dont benefit twice from SA/DB/Backstab! But it take into account every weapon damage bonuses including Lashes (Soul Annihilation excepted) in the %. Like Soul Whip, Draining, Battle axe modal etc. and Wounding Shot. But these 4 weapon effects are not applied again when already on the enemy (you need to wait the effect fade to reapply it), contrarly to Wound Shot or Boar attack, etc. So graze are a double penalty when applying the DoT.
  7. The animation is not changed, the enemy only stay knocked down for the duration! The weird thing about knocked-up effects is that Tornado have no duration (simple prone effect) whereas the "jump" is higher than other vertical launch attacks (15m).
  8. 8 or 9 with my streetfighter stag, for the CP version! Does that mean scoring crit with SC Stag proc 2 AoE ?
  9. There are some Knocked Down effects with an extendable duration (unlike Prone), with no Resistance or Immunity to counter them. Their duration increase with Int, PL, Ability Level (for them from items), Enfeebled and Dispersed Suffering, and are reduced by enemy Resolve. Mule Kick (1.5s) Fighter Skyward Kick (1.5s) Monk No Quarter (2s) Rakhan Field Boots (as beneficial effect on enemy) Run Through (4s) Whisper of the Endless Path (as beneficial effect on enemy) Hounding (5s) Wicked Beast Also, their is an effect from a weapon that is Hard CC without Resistance, but it is very special : Pukestabber's Debauchry inflict on crit (33%chance) to Kith or Wilder a "false" stunning effect that is not an Hostile Effect! So that is not alterate by the enemy Resolve, and can be extended by a confused Priest (Salvation of Time). Because of the race restriction, it is not always useful, but some bosses are Kith or Wilder (like Sigilmaster Auranic). Birta do not hold alcohol.
  10. Not from Streetfighter passive, but from Backstab and Sneak Attack. Voidwheel's Necrotic Lance is a Ranged Weapon Attack (bounce with Driving Flight).
  11. So, True Love Kiss doesnt work with Melee things (Backstab, Deatblows etc). Maybe the fluctuation you get was from Human Spirit? For Xoti's Sickles, with rogue MC it is possible to reach 27 (28 for Druid-Rogue) Religion. The damage bonus is +74% (+76% at 28 religion) : This is a bigger thing than Great Sword modal + Two Handed Weapon (+30 and +15%) for these effects!
  12. On top, I suggest to you to pick Skyward Kick : the Knocked down effect is vs Fortitude (-10 with Enfeebled) and the duration (1.5s) scale with PL and Int + 50% enfeebled.
  13. Oh I will try this too (Swift Flurry & TotH and True love Kiss) ! Run Through from WotEP work also : Actually, I was trying the CC part (to make a topic about it)but I found also the formula of the DoT damage!
  14. That work also with Soul Annihilation. Also, some DoT from weapon work also with Backstab : Red Flag Flying, Poison Dipped, Hounding and Wounding (the same DoT that work with Swift Flurry) : I striked (crit) with Taste of the Hunt on a Mahora Tanga attack, and the tick damages was : 13 (Red Flag)- 30 (TotH). Then I turned to invisible (<2m to the target), and the ticks became : 19 (Red Flag) - 46 (TotH).
  15. In first, with regular form, casting the ability from the weapon trigger his their animation ; then directely, spiritshifting trigger the Wildstrike (Frenzy) that work on any weapon attack. Of course, Thunderous Report or Wilting Wind couls be devastating with it, but there is a short amount of recovery time after some weapon abilities that dont allow an instant spiritshifting. I will try however with these instant abilities.
  16. Some weapon's effects or abilities last for a while, like Grave Calling's Chillfog or Thundercrack Pistol's Conductive Blast / Storm Rune. The spiritshift Lash and on-kill AoE (for Wildstrike Frenzy) is applied to these attacks, and can make the Wildstrike Frenzy very devastating! It is particulary efficient (and deadly) with the BPM version of Wildstrike Frenzy, triggering on crit instead of on kill. This is an incomplete list of the weapon's abilities that work with Wildstrike : Declared Guilty (AoE on any kill while under the Scale of Justice effect) (Oathbreaker's End) Ball Lightning (Lord Darryn's Voulge) Calling Grave (Grave Calling) Crashing Surf (Overwhelming Wave) (Rod of the Deep Hunter) Revelating Missiles (The Weyc's Wand) Conductive Blast / Storm Rune (Thundercrack Pistol) Hylean Squall (Amira's Wing)
  17. I didint know this trick! Can you import the grimoire after? Or maybe I misunderstood the sentence : by spell book, do you mean grimoire or the abilities//spells list of the character?
  18. You loose 25% damage and duration (and the acc and pen bonus on the attack) from PL in contrast to a MC druid. I edited the post : the % of weapon damage done from Wounding Shot do not benefit from the bonuses by itself. Strike the bell (for one-handed weapon) is not alterate too. Two-Handed Style bonus is applied, and my Streetfighter-Druid with 15might and all of the bonuses from the list active give 53 damage per 3s with Taste of the Hunt! The Stag spiritshift 's carnage work also with this rule (deathblows, etc), because it is an abilitie (per combat) before the CP transformation into "passive" (per crit).
  19. I'm actually going to do more test, because unlike DoT that concern % of damage applied. Maybe I will modifie the post. Yes like for taste of the Hunt, I didnt really understood why the damage was so different that the description said! Maybe a recruted Rogue-Wizard (minor imprit, citzal 'slance or WotEP) is the solution!
  20. Following this thread from @Okkes about the damage of Soul Annihilation There are some DoT from abilities with the same graduate damage calculation : Taste of the Hunt Wounding Shot Arterial Strike Gouging Strike Toxic Strike Strike & Ring the Bell Their damages are dynamically affected by : PL Might Weapon quality enchantment Sneak attack, Deathblow, Streetfighter passive, Backstab (unmodded) Soul Whip (and upgrades) Fighter weapon spe Great Sword modal Two-Handed passive universal damage bonuses (human spirit, Inspired Beacon, etc) like every DoT That mean, with Taste of the Hunt from a Druid-Rogue with WotEP, every enemies take a Damage over Time that scale when the striker active the modal and being invisible, for example. Afflicting them with 2 afflictions unlock Deathblow for the current effect also. With some numbers, for Arterial Strike (on a friendly target to see the damage directly) : 5.5 damages (when I striked) >> 6.7 (I active the Great Sword modal) >> 9.7 (stealth, Backstab) Switching to another weapon seems to remove the Quality enchantment bonus to the DoT, but this last go back when re-switching to the initial weapon. Toxic Strike's first DoT seems affected, but also by PEN. The Stag's Carnage (with CP and unmodded) also profit from these bonuses. Taste of the Hunt weapon attack profit from Spirit of Decay +1pen. In other hand, Soul Annihilation doesnt profit from Penetrating Vision (+1pen with cipher's spells) but only from Hammering Thoughts (+1pen with weapon).
  21. Afflictions from weapon also stack with everything (in the same way that Echoing Horror do), I found that is a good usage of stacking rules knowledge to use it, dont you?
  22. "DurationType":"OneHitUse" on the se_eventoncrit that is linked to the: se_addmortification, that have : "UseDurationTime","Duration":1,"MaxStackQuantity":0,"ApplicationBehavior":"DontApplyIfAlreadyApplied" So you cant refound more than 2 mortifications. The nice thing with Rogue is, when a combat is ending, if you use Shadow Step but dont consume the Paralyse Attack, at the next encounter you can start with it!

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