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temek

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Everything posted by temek

  1. Are you sure that wasn't modified by Might or possibly other damage modifiers as 26.6/20 = 1.33 and in your other tests you had exactly the same +0.33 dmg modifier from might so seems like a too good match to be a coincidence.
  2. Wizard's Fast buffing spells have 0 recovery time and wearing armor doesn't make any difference. With decent DEX (~15) it's about 1s per buff so doesn't take that much time at all. Just to compare it takes about the same time to get 3 buffs up than for Wizard to cast average spell and recover from it without any armor.
  3. Test doesn't really take enough variables into account and testing at lvl 1 isn't the best choice either. Some interesting results that seems to match my findings though. Race: Auamau is solid for the +2 MIG, but you skipped over the 2 best races (I understand that modeling them would be much harder): Moon Godlike (probable winner at any level as the racial ability effectively nearly doubles your endurance in any encounter) and Fire Godlike (only on high levels though as Battle-Forged is 2 burn dmg/lvl so it doesn't really do anything at low levels) Attributes: Deflection > Endurance so no surprise that PER, RES top CON by quite a margin. MIG also should beat DEX at lvl 1 without the other dmg modifiers, but I'd expect these two to switch in higher levels once you start accumulating more additive dmg modifiers like weapon enchant etc. Armor: No surprise at all that plate armor is the winner. It slows down you about 25-40%, more for dual-wielding less for two-handers. I assume everyone is at lvl 1 with non-enchanted weapons so even non-enchanted plate armor will negate most of the damage done. Weapons: No surprise that you have Sabre at the top as DW sabres is the best DPS choice in the game according to my calculations by a decent margin. Hatchet probably gets in since +5 Deflection is quite significant boost at lower levels, but probably shouldn't be in here at all.
  4. Envenomed Strike doesn't stack at all even if you hit 6 times with Blunderbuss and works pretty much as it's supposed to. Did some tests with blunderbuss and only the highest duration (and so highest damage) counts. Combat log will show multiple procs, but the actual damage won't stack and only the highest duration effect will be active. Blunderbuss is probably the best weapon to use for Envenomed Strike though as you have 6 chances to proc it so you are pretty much guaranteed a hit and might have a fairly good chance of crit depending on your accuracy. On other weapons you only get 1 chance to proc and could easily miss/graze.
  5. Sorry ppl, my message just merged with the others because my posts need to be accepted before be shown, however they are shown with date that I were posting so nobody noticed my message. Can anybody try to answer question that i wrote in quoted post ? If some specific DR isn't listed, it means it doesn't deviate from the base DR number shown. So in the picture you have base 7 DR which applies to every damage type except those listed below: 9 DR slashing, 5 DR piercing and 9 DR freeze.
  6. I have no idea what's going on in the 1st test and I couldn't replicate results you got when I tested myself. I can explain the 2nd test's results that you put as not matching the formula though. If you have multiple lash-type effects, they are calculated separately vs 0.25*DR (matching type so burn DR in this case) even if they are same type of dmg and you'd think they would match like Flames of Devotion with the extra talent. Second test target has DR 21 against pierce and DR 16 against burn Hit roll graze Graze was done with Lead Spitter (DR bypass 7) with burning lash and Flames of devotion + intense flames - done by paladin Original Damage: 9.1 Damage after DR: 1.8 [Min] Burn damage: 0.5 +50% burn, base from FoD: 9.1*0,5-16*0,25 = 0.55 +25% burn, extra to FoD: 9.1*0,25-16*0,25 = -1.725 = 0 +25% burn, lash: 9.1*0,25-16*0,25 = -1.725 = 0 So total of 0.55 burn dmg, seems like rounded down to 0.5 burn dmg Hit roll hit Graze was done with Lead Spitter (DR bypass 7) with burning lash and Flames of devotion + intense flames - done by paladin Original Damage: 10.7 Damage after DR: 2.1 [Min] Burn damage: 1.4 +50% burn, base from FoD: 10.7*0,5-16*0,25 = 1.35 +25% burn, extra to FoD: 10.7*0,25-16*0,25 = -1.325 = 0 +25% burn, lash: 9.1*0,25-16*0,25 = -1.725 = 0 So total of 1.35 burn dmg and seems to be rounded up to 1.4 burn dmg Hit roll hit Graze was done with Lead Spitter (DR bypass 7) with burning lash and Flames of devotion + intense flames - done by paladin Original Damage: 12.2 Damage after DR: 2.4 [Min] Burn damage: 2.1 +50% burn, base from FoD: 12.2*0,5-16*0,25 = 2.1 +25% burn, extra to FoD: 12.2*0,25-16*0,25 = -1.325 = 0 +25% burn, lash: 12.2*0,25-16*0,25 = -1.725 = 0 So total of 2.1 burn dmg
  7. Yeah, there are lots of misconceptions going around regarding retaliate. It has absolutely nothing to do with your weapon and will proc even if you have ranged weapon, only shield, etc equipped. It's very similar to Wizard's 4th lvl spell Flame Shield and works pretty much the same as a thorns effect. Base damage of retaliate is 10-15 piercing. Generic and generic melee dmg modifiers/talents/abilities apply so MIG dmg bonus, dmg bonus from Blessing, Cipher's dmg bonus from whip, Vulnerable Attack, Savage Attack, One Stands Alone and Carnage apply. Didn't test Rogue, but dmg bonus from sneak attack probably applies. Retaliate procs on melee hits (graze/hit/crit) from enemies and always hits (no accuracy roll). Enemy DR applies, but 0.2x min damage applies just like normal attacks. I managed to proc it from touch-attack type spells like Jolting Touch and some single-target spells like Priest's Barbs of Condemnation though so needs some more testing in that regard. Ciphers get focus from retaliate attacks. Wizard's Flame Shield, Paladin's Fires of Darcozzi Palace and Fire Godlike's Battle-Forged are pretty similar, but will roll accuracy so can miss/graze/hit/crit. Base damage is 10-15 burn dmg for Flame Shield and 5-10 burn dmg for FoDP and 2 burn dmg/lvl up to a 24 burn dmg at lvl 12 for Battle-Forged. Otherwise same as retaliate.
  8. Spell descriptions are pretty bad, but it's pretty much what others said already so Mirrored Image gradually loses it's bonus after you keep getting hit. And by hit I mean any of graze/hit/crit. Wizard's Double +20 Deflection 1st hit -> 0 Deflection Mirrored Image +20 Deflection 1st hit -> +16 Deflection 2nd hit -> +12 Deflection 3rd hit -> +8 Deflection 4th hit -> +4 Deflection 5th hit -> +0 Deflection
  9. Tested stacking of retaliate items a bit with Hiro's Mantle (cape, neck), Sanguine Plate (plate armor), Sura's Supper Plate (small shield) and Vengiatta Rugia (padded armor). Not sure if there are more items with Retaliate enchant so tested only those. It seems like the stacking rules are similar to how deflection from weapon+shield (hatchet, shield) stacks with deflection from other equipment slots (bracers/ring of deflection). So the shield will stack with one of the other retaliate items, but multiple non-weapon/shield items will suppress each other. Seems like you have to go 1H+Shield if you want to get 2 retaliate effects simultaneously.
  10. Petrify also applies the same -40 Deflection, Reflex debuff as paralyze and that's another roughly 1.5x dmg modifier for any melee/ranged attacks and some spells so expect to do about 6 times more damage compared to the normal situation.
  11. My tests suggested as well that you take take 25% of base damage done before DR is applied and then reduce it by 25% of the DR of the applicable DR type (regardless of how much % of damage is added so 25% of DR applies to Flames of Devotion +50% burn dmg as well). Seemed like there is no minimum damage for the secondary damage so your lashes can sometimes do 0 extra damage, especially if you attack with fast, low base damage weapons like Blunderbuss/fast 1-handers. Just seems like another effect that heavily favours hard-hitting slow weapons like 2-handers, Sabres and reloading ranged weapons except blunderbuss. In fact lashes with Blunderbuss often adds 0 extra damage if you attack against even middling DR targets, just test it shooting Blunderbuss with a lash enchant at a tank wearing exceptional/superb plate mail and you see that's the case. If weapon has DR bypass effect on it or you are using Vulnerable Attack/Penetrating Shot, it doesn't apply to the secondary damage. For example, normal Blunderbuss (6-9 piercing, 6 projectiles, 4 DR bypass) with Corroding Lash (+25% dmg as Corrode) against enemy with 10 DR piercing, 6 DR corrode, Penetrating Shot active. 1 Hit, rolls 8 dmg -> 8-(10-4-5) = 7.0 piercing dmg, 8*0,25 - 6/4 = 0.5 corrode dmg 1 Graze, rolls 6 dmg -> 6-(10-4-5) = 5.0 piercing dmg, 6*0,25 - 6/4 = 0 corrode dmg 1 Crit, rolls 12 dmg -> 12-(10-4-5) = 11.0 piercing dmg, 12*0,25 - 6/4 = 1.5 0 corrode dmg 3 misses Total dmg: 7+5+11= 25 piercing, 0.5+0+1.5 = 2 corrode As you can see the +25% corrode lash didn't add anywhere near 25% extra, but with heavyhitting weapons like Arquebus, 2-handers, probably Sabre as well you get 15-25% extra damage from the lashes pretty consistently.
  12. Seems it's just a tooltip/combat log error as is a pretty common happenstance in the game at the moment. I had two chanters, one with 20 MIG, other with 10 MIG and each had one identical enemy in the area of the chant respectively. 20 MIG chanter always did more damage and killed enemy first so it seems that MIG does indeed affect the damage. Miss/Graze/Hit/Crit only affected the duration of the DoT, no change to dmg per tick. For example, the 20 MIG chanter still did more damage with a graze than the 10 MIG chanter did with a crit. Multiple chants seem to stack both from switching chants with one chanter and having multiple chanters. If you switch chants or stop chanting, duration of the DoT will be reduced to the duration of the linger duration (modified by 0,5x for graze, 1,5x for crit). INT bonus applies to the lingering effect, but not the initial duration of the DoT (6s for graze, 12s for hit, 18 for crit). So you should be able to stack the DoT 4 times per chanter if you get crits with the rolls and have high INT. So you could potentially get up to 24 of them going on with 6 Chanter party which is pretty ridiculous amount of DoT damage. Stacking to about 10 with 5 chanters in the party seems more reasonable though as you can't really crit all the time unless you buff up your accuracy massively.
  13. Did some testing and it's exactly as few commented already: +1 Deflection, +2 Fortitude/Reflex/Will per rank in favored dispositions. It cuts both ways though so you get -1 Deflection, -2 Fortitude/Reflex/Will per rank in disfavored dispositions as well. Only up to a rank 3 though as rank 4 doesn't give anything. So the disposition bonus goes up to a maximum of +6 Deflection, +12 Fortitude/Reflex/Will. Untrouble Faith gets rid of the maluses as per the description and you keep the bonuses from favored dispositions.
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