Jump to content

dunehunter

Members
  • Posts

    2738
  • Joined

  • Last visited

Everything posted by dunehunter

  1. @Kaylon sadly the food Hot Razor Skewers doesn't stack with weapon modal. So only one of these will take into effect: Food, Potion, Inspiration or Modal. Tested in the latest version.
  2. Curious about this. Single class rogues don't seem very attractive to me on paper. Enduring Shadows looks pretty dope but the high level abilities don't seem gamechanging and are pretty expensive. What am I missing? Or is it just that a rogue with Wall of Colours/Freezing Rake is especially good? Vanishing Strike i think, because attacks don’t break its invisibility, so imagine a SC Assassin spamming spells or gambit after using vanishing strike and nobody can attack him, it’s quite powerful IMO. But it costs 3 Guile and has a base duration of 5secs. Seems like it would be strong for maybe 30 seconds before you're out of resources. Thus you need very high DEX and INT. You don't need Resolve, Con and can keep Might at 10 because when under invisibility you are immortal, and get +25 accuracy bonus and 50% critical bonus from assassinate constantly. SC assassin is a glass cannon until lvl 19, then u just need to chain vanishing strike. With high INT and +duration items you can get like 10 sec of invisibility, then you can use something like Thunderous Report from Kitchen Stove or Wilting Wind from Amira's Wing to do tons of damage to hoards, I don't think any hoards will be able to stand more than 1 mins under these spells buffed by assassinate. The hard part is how to reach lvl 19 as u are squishy as hell before u get vanishing strike. I think it is more doable when u solo because u get more exp and do quest that doesn't involve battles.
  3. @Kaylon hey Kaylon, would Soulblade just plainly be better with Trickster than paladin? Since you get sneak attack + deathblow bonus which makes your Soul Annihilation stronger. Tricksters also has higher deflection due to Mirror Image. Also Riposte combos good with Soulblade/Trickster. Any reason to multipleclass a paladin instead of trickster here? Maybe because of the extra armor and healing which is good for soloing? Edit: I tested it seems Sworn Rival's damage bonus does not work with Soul Annihilation for some reason.
  4. Curious about this. Single class rogues don't seem very attractive to me on paper. Enduring Shadows looks pretty dope but the high level abilities don't seem gamechanging and are pretty expensive. What am I missing? Or is it just that a rogue with Wall of Colours/Freezing Rake is especially good? Vanishing Strike i think, because attacks don’t break its invisibility, so imagine a SC Assassin spamming spells or gambit after using vanishing strike and nobody can attack him, it’s quite powerful IMO.
  5. I also find there is one bomb that reduce enemy AR by 1, good think is it targets reflex, which most high AR boss lacks. Bad thing is throwing a bomb is slow(0.5/4 sec) and only last 15 secs. Edit: I totally forget that u can reduce enemy AR by 1 with mace.
  6. I confirm that Helm of White Void doesn’t work with Bleak Walker’s FoD, maybe it’s an oversight, maybe it’s because the sickened part of FoD doesn’t need to pass a defense check.
  7. Hey so trying to figure out what’s the maximum penetration u can get regardless of whatever weapon u use or spell u cast. 1. Blackened Plate gives -1 AR to nearby enemy. 2. Tier 2 Might inspiration/potion of piercing strike/+2 PEN food/weapon modal, to be noted these are considered active bonus and won’t stack with each other. 3. Class only like Devoted/Sharpshooter. 4. Elemental ability like scion of flame. 5. Flanked = -1 AR. 6. There is an amulet grants u random buff, one of it is +1 PEN. 7. The Sanguine sword has an active to reduce enemy slash AR for 20 sec, maybe combine this with frostfall’s +hostile effect duration. So for a mythical quality 2h axe u can get 8 + 5 + 2 + 1 + 1 = 17 Pen, 19 if a devoted. 18/20 if count that amulet. So can we push PEN further? I know certain weapon has better PEN due to its enchantment, but I’m hoping to find more generic way to increase PEN, not only work with specific weapon. Also to make flanked a valid choice, anyone know which figure summons the tankiest summon?
  8. Bump, it's stupid that Imbue missle only has 7 PEN and imbue fireball only has 8 in PoTD, how to I expected to use these abilities when they never penetrate? @SChin this bug makes the class totally unplayable!
  9. Yeah like I said except monk and chanter, since both has infinite source to summon meatshield + kit the boss to death. Also essence interrupter is so strong here. We need more creative builds! For example SC Assassin + Dual Axe + Vanishing Strike + Gambit. The problem is if it can do enough damage before run out of guile. Even if u get fully refund by gambit, u will stay need to pay guile for vanishing strike and let’s say each vanishing strike last at most 10 sec, u can cast around 7 VS so can u kill dorudugan with in these VS hmmmm. Anyway just another idea on soloing it
  10. Synergy side not sure but Trickster/Paladin or Trickster/Soulblade can be pretty good in mix of defense and offense.
  11. Very enlightening thread! I really enjoy each post on this thread So do we have another candidate that can solo Dorudugan except SC monk and chanter?
  12. I’m not sure if the number is random or not, but one question, any way to extend the illusion duration except high INT?
  13. Just found that every illusion you summon will have a pet! So once I invoke Living Illusion, 4 addition bear appears! And the illusion works really good with ranged characters Edit: also unlike the illusion you summoned, the pets summoned is treated as normal pet and cannot be one shot as illusion does!
  14. There's not many way to prevent Arcane Dampener AFAIK, maybe stacking Will defense to make enemy miss u, or try to interrupt enemy mages before they cast.
  15. @Phenomenum well Maiming’s description said it does 15% raw damage over time, but actually it was 15% per tick for 3 tick so 45% in total. So which description is correct? Deep wound or Maiming? Because both is xx% damage over time but they are implemented totally different. I think there are three key factor on this: A. Is the DoT stackable? Let’s use 0 as no, 1 as yes so A0 means not stackable. B. Is duration extended by more hits? C. Is x% in description the total damage or per tick? 0 means total There are at least 4 version now, Deep wound use A1B0C0, Wounding shot is A0B1C0, Maiming is A0B0C1, Bleeding cut is A1B0C1... In conclusion, for every x% weapon damage ability and weapon enchantment I hope to see some consistency in the next patch. Because it’s so inconsistent and confusing now. We have at least 4 version of DoT though different abilities. Why can’t just make things clearer and simpler?
  16. Can't tell without testing, but wouldn't be surprised. ApplyOverTime uses it's value as "total base damage". So 20% would have to be divided between 3 ticks in: - 6.66% on 0s - 6.66% on 3s - 6.66% on 6s And either it indeed does so, and there are rounding errors (which make it look like 10%). And this better be tested with a custom weapon that has 100 min and 100 max damage. Or there is some error in the code that computes the tick damage as [total / (duration / tick_interval)] instead of [total / (1 + duration / tick_interval)]. Because there is that immediate tick on apply. Btw, I have taken a look at Maiming (from Effort sword) { "StatusEffectType": "Damage", "UseStatusEffectValueAs": "None", "BaseValue": 0, // it's parent has "BaseValue": 0.15, "DurationType": "UseDurationTime", "Duration": 6, "MaxStackQuantity": 0, "ApplicationBehavior": "DontApplyIfAlreadyApplied", "ApplicationType": "ApplyOnTick", } Which confirms your test. Maiming uses ApplyOnTick.Deep Wounds uses ApplyOverTime) There is a small difference:- Deep Wounds stacks with itself - while Wounding Shot has UseLongerDurationIfAlreadyApplied Btw, do you think if it was really gamebreaking if Maiming and Wounding Shot used StackIfAlreadyApplied ApplicationType? For Deep Wounds, my base damage is pretty high so I can exclude the assumption of the round up error, I'm pretty sure it's 10% not 6.66%. Both Maiming and Deep Wounds' description is XX% damage over time so I'm surprised that they use different applyType, maybe an oversight. Won't say it's gamebreaking because Bleeding Cut already did, and has 60 sec duration.
  17. Original thread here: https://forums.obsidian.net/topic/109121-how-is-raw-dot-damage-calculated-now-in-v41 So I observed that in description both Deep Wounds and Wounding Shot says it deals 20% weapon damage for x seconds, but in fact it only does 10% damage per tick. In contrast, Bleeding Cut and Maiming of gsword Effort works as intended. Based on the code: >Deep Wounds { "StatusEffectType": "Damage", "UseStatusEffectValueAs": "None", "BaseValue": 0, // it's parent has "BaseValue": 0.2, "DurationType": "UseDurationTime", "Duration": 6, "MaxStackQuantity": 0, "ApplicationBehavior": "StackIfAlreadyApplied", "ApplicationType": "ApplyOverTime" } >Bleeding Cuts { "StatusEffectType": "Damage", "UseStatusEffectValueAs": "None", "BaseValue": 0, // it's parent has "BaseValue": 0.1, "DurationType": "UseDurationTime", "Duration": 60, "MaxStackQuantity": 0, "ApplicationBehavior": "StackIfAlreadyApplied", "ApplicationType": "ApplyOnTick" } The only difference here is ApplicationType, which Deep Wounds uses ApplyOverTime while Bleeding Cuts is using ApplyOnTick. If it is 20% damage over 6 second, it is still not correct as we get 10% of weapon damage on hit, and 10% on 3rd second and 10% on 6th second so it is 30% weapon damage in total instead of 20%, still not correct... @SChin hope to get any confirmation from the devs.
  18. A few test on DoT abilities and weapon enchantment and my conclusion on mechanism: Bleeding Cut: 10% of post-PEN damage per tick for 60 second, INT will extend duration. So it is 200% of your damage in total. Stack with itself. Duration is NOT affected by critical hit, only damage per tick is affected because it is based on your post-PEP damage. Maiming of Effort: 15% of post-PEN damage per tick, for 6 second, INT will extend duration. So it is 45% of your damage in total (first tick is on hit, second tick on 3 second and last on 6 second). NOT stack with itself and duration is not extended by multiple hits, which means you need to wait the first DoT expires to apply second one. Critical hit does NOT affect duration. Deep Wound.: this is interesting, although the Tool tip shows it is 20% of your damage but actually it only does 10% of your post-PEN damage per tick for 6 second. INT will extend duration. So it is 30% of your damage in total (first tick is on hit, second tick on 3 second and last on 6 second). Like Bleeding Cut, it stacks with itself. Critical hit does NOT affect duration. Wounding Shot: works exactly same as Deep Wounds. All damage above is rounded up. Lash does NOT increase your DoT damage. Not sure if it is a bug that Deep Wound only does 10% of total damage u did :/ Edit: @MaxQuest, based on your Quote of code I think there is some bug with 'ApplyOverTime' in compare with 'ApplyOnTick'. As you can see both Deep Wounds and Wounding Shot is using ApplyOverTime as its ApplicationType and both is bugged? to only deal 10% damage instead of 20%. Or 30% over x second instead of 20% as you get one extra tick on hit so it's 10% on 0 second, 10% on 3 second and 10% on 6 second so 30% in total. Anyway either the description is unclear or the implement is vague. You might argue that the description is 20% damage over time so it is 20% damage in total, not per tick. But the problem is Maiming(Effort sword) also has the description of '15% damage as raw over time'! and it IS 15% weapon damage per tick haha!
  19. Because he doesn’t need the ranged damage reduction I guess. He only need high ranged attack deflection for soul mirror to retaliate the minions.
  20. Nice video, tho i try to avoid anything related to blade turning and wall of draining
×
×
  • Create New...