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Everything posted by Constentin Lévine
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DeepWounds only take into the account the Pierce or Slash or Crush damages done, but the poor damage that provoc (20% of 5% of total damage calculated without lash) is arroundish so the wounds have not decimale. Because of that, a simple attack from Kitchen Stove (everything and nothing) give 12 Depwounds : When the Deepwounds's duration is over, that proc all DW in the same time (instead of 1 tick>1 damage), in this case 10 +2 (from previous tick). Without Everything and Nothing, at maximum 4+2. Rapported to the initial damage of the attack, it is not 20% damage over time but more like 50% (I attacked for 24 initial damages). It is not really relevant with Drake's Legacy DW but this weapon give more damages, so and the 5% and the 20% of 5% can increase the DPS. And yes, it is cool when paired with Reaping Knives, but the topic is more about Rogue DPS !
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There are some weapons with one or two lashes that concern Deep Wounds : Kitchen Stove (everything and nothing) +5% as Slash, +5% as Crush Xefa's Empirical Explication (Innexplicable Mass) +15% as Crush, or (Jagged Load) +15% as Slash Aamiina's Legacy (Massuk Arrows) +15% as Crush and (Drake's Legacy) +15% as Slash WotEP (Heavy Blade) +15% as Crush Deep Wound trigger on any weapon Pierce, Slash and Crush damages, so an arrow from Aamiina's Legacy trigger 3 Deep Wounds. For illustrate : After one full-attack with two Kitchen Stoves, 24 Deep Wounds, giving in this case (no affliction) 24*1 damages per 3s, that mean +2 Kitchen Stove attacks. Aamiina's Legacy (+15%) with the Drake enchantment (+15%) and some other lashes can be very powerful by the way : A Rogue- Monk with Lightning Strike (+15%), Turning Wheel (+20%), Aefyllath chant (+15%) and on top Recall Agony (+25% but of the attack+the lashes) give more damages with lashes than with the attack itself, with on bonuses 3 Deep Wounds per attack. (If the Aamiina's Legacy give 40 damages : 40+40*0.15*4+40*0.2 (Lashes)= 72 ; 72+72*0.25(Recall Agony) = 90 ; 90+1.2+1.2+8 (Deep Wounds)= 100.4, that mean +150% damage.) A Rogue-Wizard with WotEP (+15%) and Zandethus' Draconic Fury (+15% and +15%), Aefyllath chant (+15%) and Recall Agony give also a lot of damage and the Slash Lash that miss to WotEP , so 3 Deep Wounds per attack also. The Deep Wounds from the Lash give 20% damage over time of the lash, of course. The Baby Boar pet give a +5% Slash lash with melee weapons (and 20%chance to interrupt on hit with melee weapons), to get 2 Deep Wounds with any melee weapon. of course, that represent not much, but turn the +15% Slash from Zandethus 's Draconic Fury into +20% Slash. Hylea's Talon give also +5% Slash to melee weapons.
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Oh yes, Protective Soul combinate with a wizard, with low (relative to the wizard acc I mean) reflexes and high burn AR (or Rekvyu Cape), can be very resilient : both Ray of Flame and Wall of Flame target reflex and have low damage (and 0 pen for the wall?), and can (when crit) trigger Protective Soul per 1s. Of course, when the effect of Protective Soul is refreshed, the damage shield dont refresh his shield part, but when the shield have absorbed 25 dmage, a new shield can be actived. Also, with low reflex, Keeper of the Flame and Time Parasite, the effect is similar to this, but without the Wizard help. Other method is to stay in the Tanglefoot AoE (multiple Tanglefoot is better) with a dex resistance : that can crit (and trigger the shield) and it is downgraded, so without any malus. For SC Soulblade it is pretty cool ! But it is not also cool that Shared Nightmare is.
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I think I understand what happen : The "transfert" is the statuseffect relied to the proc, which is the AddFocus, by his duration. More clearly, the "transfert" effect from Borrowed Instinct doesnt transfert the value (-8 int and per) to the cipher but when the effect persist the cipher bonuses also does (they are linked by the StatuseffectsValueIds from transfert to the buff's Id ) . With Wall of Draining, it is the same, the adjustbeneficialeffects to enemy( transfert) have his value (-1) and the adjustbeneficialeffect to self proc when this last proc, with his own value (+1). Maybe the problem is in the statuseffecttype names, the transfert status cant be AddFocus but what the effect do by the attack : in this case, the ApplyByDamageDealt have the UseStatusEffectAsValue : Transfert and for BaseValue : 1, the Duration : 30, the ID of the Reaping Knives in the AttackFilters, with the StatusEffectsValueIds of the AddFocus ; and the AddFocus have UseStatusEffectAsValue : none and the StatusEffectType : AddFocus, with the Base Value 0.3 (from the ApplyBy...'s StatusEffectsValueIds). I dont know if that is coherent but that seems the Transfer effect take into the account 100% the damages dealt by Reaping Knives and the AddFocus keep 30% of these damage as focus, right? I'm agree, the CasterFocus look like as tinkering because that didnt work correctely. I would to try with this parameters and yours but I dont know how to deal with the CasterFocus..
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The list of (damaging) spells they are concerned by the melee lash is : Barbs of Condemnation Pillar of Faith Touch of Death Sunless Grasp Grimoire Slam Concelhault's Crushing Doom Also walls, but they dont benefice from Turning Wheels, the wall itself doesnt have the ability (it is like a summon). That is useful to know to proc some melee defensive things like Blade Turning. So I think only the change for "source":"weapon" is significant and match with the CP Change, do you?
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The StatusEffectsValueIDs from SE_AddFocus (transfer) is SE_CasterFocus ID (the 5 as value); maybe SE_AddFocus should have as StatusEffectsValueIds the ID of ApplyByDamageDealt, with for this last in the AttackFilter the ID of the Reaping Knives Attack? But what about the SE_CasterFocus? Edit : or like that : AddFocus (transfer) > SE_CasterFocus (AddFocus) (asChild, value : 0)> SE_ApplybydamageDealt (value :0.3; AttAckFilters : Reaping Knives ID) ?
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I think is pretty simple to correct : the SE_Addfocus Attackfilter has no ID, no range and no source. With the Reaping Knives Attack ID, that should limit the focus regen for the Reaping Knives alone. This is only for the 5 focus regen, not for the 0.3. The ApplyByDamageDealt seems to be the status effect (duration 30s) that apply the CasterFocus effect (5focus) on damage dealt , to the caster by the AddFocus (transfert). But like @Elric Galadsay, correct them is like weaken them, and cipher have not a lot of spells at tiers 8 & 9 (but great passives that is right). This is why I post that in a new topic instead of BPM one!
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Personally I dont think so, but Conjuration KW (I mean for others than wizard summoned weapons). The ability to summon a weapon is a summoning skill but not an elemental one. According to the description : "Creates a thick wall of gnarled thorns that inflicts Pierce damage and applies a Poison that causes a Weakened state", it is not the druid spell itself that give a poison attack. The plant KW is appropriate for what the druid do, I think.
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Reaping Knives has a weird effect that dont correspond with the description : instead of returning back 30% of knives'damages as focus for the cipher, that refound 5 focus per hit. In another topic I spoke about that the allie with the knives can change them for any other weapon, and refounding 5 focus per hit, again. But that work also with damaging spells and chants, and on DoT'tick. How many enemies are affected doesnt matter, only the spell's proc count. For example, Arterial Strike return back 5 focus per tick (0.3s when enemy is walking) , beam spells 5 focus per 1s, Corrosive Skin 5 focus per 1s, Venombloom 10 focus per 3s, Her Revenge a lot, etc. AoE spells with DoT like Shining Beacon return back only 5 focus per 3s, however the number of enemies affected. But an Arterial Strike in AoE can generate a lot of focus. Multiple DoTs from the Reaping Knives wearer give 5focus per Tick, and multiple Pusating spells are also good to generate focus quickly. Minelotta's missiles (every kind of these spells, also from Arcane Archer) generate 5 focus per missile per bounce. Note that Arterial Strike on allie who move also generate focus per 0.3s, for Boss fight persperctive. Weapons with an AoE give 5 focus for the weapon attack and 5 focus for the AoE. Coupled with Avenging Storm, +5 focus per lightning. By the way the Effort+Avenging Storm trick refound efficientely a lot of focus. Walls doent generate focus. Obviously, unlike for Psion that requiert no action from anybody to generate focus, this technic need to deal damages from a character. But the Cipher is free in his side. The link to the way to switch the weapon during Reapng Knives :
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I dont think Psion is a good option when soloing the game, beguiler in other side have a great Focus-generating-system that can provide a very good sensation. Psion take the risk to constantly interrupt his focus generating because of incoming crits (or even hits on unmodded game). Haha I remember of this post, the fact was about Seals, Walls and Summons that are not really directely atached to the caster but independant; to cast many of them doesnt break the invisibility (excepted the Wall of Draining that hit the caster when summoned).
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If a Conjurer summon some of these little familiars, well the familiar replace the previous one. But effects still continue to be active, even if the familiar die. Only the PL bonus is removed from the previous familiar. A brilliant Conjurer preparing his fight All bonuses are passives and stack with others, for example with Berath Blessing or every Inspirations. It is very interesting with an Enchanter/ Blood Mage/ Vanilla Wizard — others loose the acces to Conjuration/ Enchanting school — with Minor Grimoire Imprint, to conjure some familiars from level 7 for SC and 10 for MC. It is not a broken thing and against big Bosses, loose a little amount of time at the beginning can be decisive (+12 all defenses, +13 deflection (+10 and +3 from +3resolve), +1pen, +1PL etc)
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With high Res, Clarity of Agony, and some other bonus for reducing hostile effects, no dex immunity or resistance, no Soul Mirror (or Finality's Claim), and a wizard as allie, it is possible to have 1 wound per sec! Ninagauth' Bitter Mooring provide a very short (3s) immobilized effect each 1s (vs fortitude), and it is not really hard to decrease the Affliction duration under the 1s cap. Of course, if the wizard is too strong, the FF healing process may not be efficient, but with an average-might wizard, because of the 8-10 base damage of the spell, the FF healing become a nice per-1s regeneration. Two FF monks (at less one as MC wizard) with Soul Mirror and Finality's Claim sharing this spell are a little bit crazy, generating beams between them and healing them by the way, in a Bitter Mooring Ping-Pong. The short Immobilized affliction doesnt influe very much, they can move but with some breaks. An inconvenient is if the wizard / FF-wizard is energized, of course.
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An already knew way to trigger the Stun from Ajamuut's Stalking Cloak with Effort (Hemmorraging) is to cast some CC spells under the effect of Arkemyr's Brilliant Departure. The effect is over when Hemmorraging dont crit or the wizard deal damage (and clear the Invisible effect). Withdraw provide a weird invisible status that dont trigger Assassinate bonus but Ajamuut's stunning effect and Shadow Fang (Mask of the Grotto Deep) on Hemmorraging attack. With pulsating spells which are working when the caster is under the effect of Withdraw, every enemies are stunned and take raw DoT. Of course, that work with Avenging Storm, but it is also a cool alternative.
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All spells and abilities with a duration can be Refreshed by a newest cast of them. For most of them, that doesnt really matter at first view. It is important mainly because the effects can be suspended. Counfonding Blow deflection malus is preserved when the affliction is refreshed, and in the other side, Beetle Shell when refreshed dont restore the shield part, only the duration. It is the same for Wizard's Double, Ironskin and Dance of Death, and all other spells/abilities like that. The refreshed duration depend of the initial duration, so a Troubadour who chant in first time in regular modal and after that, switch to Brisk Recitation, is going to refresh the chant duration for the initial longer (with the same chant in loop). That was find by Boeroer. * Suppress Affliction (or Liberating Exhortation and Stelgaer's Restraint (Slayer's Claw) for paladin) for hostile effects and Arcane Dampener (or Shattering (Glacierbane)) for beneficials, suspend (of course) the effects for a duration. All Afflictions/Inspirations suspended are refreshed instead of overwriting the Suspended effect ; that mean, when hit by Chillfog and Blinded, casting Supress Affliction prevent for his whole duration to be hit by the pulsating blind effect. These suspending spells/abilities follow the same rule, a newer instance of them when they currently work will refresh them (and so not suspend all new effects since the first cast). * Another exemple is against Fampyr, if they want to dominate a character. The first Dominate effect can be suspended, then every Dominate Attack they perform during Supress Affliction (that can be prolonged) have no effect. By the way there is another strategy against them, to Dominate by self ally with the lesser Will. The character is always under control, and even if the Dominate Attack from the Fampyr do another Dominate effect, the character is still playable (at less during the Friendly Dominate timer). Amaliora is nice for that, the Dominate ability is not enemy only and not combat restricted. That is possible because only the first dominate effect is take into account. Some weird things can happen when an effect have two components (one hostile, one beneficial) : a berserker's Frenzy have the confuse effect as hostile, other inspirations and raw DoT are Beneficial. If the berserker suspend this part (confused) and refresh the Frenzy, then all the effects are going to be listed in Hotile effects. He cant prolonge them with SoT and a new Suppress Affliction (when the other is done) suspend all the Frenzy parts. Certainly that can be used at advantage. That can work also with Hostile effects that have a beneficial component, but with Arcane Dampener/Shattering, to turn they into Beneficial effects (and making them extendable with SoT/WoD). I dont see any example for the moment.. Edit : based on the same model that the Supress Affliction work on frenzy, with Shattering (Glacierbane) it is possible to turn as Beneficial the Confused affliction : when berserker frenzy is activated, suspending Beneficial effects on scoring a crit with Glacierbane on the barbarian suspend all frenzy parts except Confused. At this momnt, refreshing Frenzy adjust the effect for the game itself. When the Shattering effect fade, all parts of berserker's Frenzy are Beneficials, including Confused. Now that can be extended by regular way. This topic is the sequel of the topic about the Unlimited effect for Least Unstable Coil without SoT.