So after finishing the DLC content I decided to start testing out all the new weapons as some of them looked pretty interesting. Below are my findings and thoughts, along with input others have shared. I will keep updating as/if more information is discovered and confirmed.
- Harder than Ice stacks last till end of combat and can be gained from friendly fire. Could use a fast ticking freeze dot such as Ninagauth's Bitter Mooring to gain an easy +3 pen. Problem is you can only select one enchant, and it's only other unique property is 10% raw lash.
- Chaos Strike doesn't have any correlation between types of affliction it applies - I stunned the enemy while distracting myself. Could synergize nicely with some of the new "gain x while afflicted" gear; make sure you have no inspiration before using (obviously). Corrode damage scales with level (+25% at lvl20 multiclass/PL7) along with all the usual weapon damage modifiers. Mutually exclusive with Dispersed Suffering.
- Dispersed Suffering doesn't care how you get the kill; spells, offhand weapon, DoT chants, etc. Radius isn't stated, however appears to be somewhat bigger than carnage. It currently gives +50% duration as opposed to the +20% on the description - likely a bug. Will extend chants (tested with Dragon Thrashed) and also can proc off killing friendly targets. Targets the foes will defense, so triggers on attack effects (Stagger from Spirit Frenzy, Avenging Storm); next kill will extend durations and so on. I had one mob with ~550 second stagger duration. Obviously that's overkill but you can get creative with your afflictions/DoTs.
- Encroaching Frost can proc from spells. I have confirmed this can proc from Dispersed Suffering, which will then be extended by it and so on. With enough crit chance you could (potentially) permanently paralyze an entire group using your own skelebros (resistance/immunity aside). Mutually exclusive with Shattering Head.
- Shattering Head was underwhelming; damage is comparable to Frostseeker but proc is less reliable (30% vs guaranteed) and it doesn't damage the primary target, unlike Frosty. Crit has to be with the mace for it to proc.
- Does not gain penetration from Secrets of Rime. This is a bug and a fix is being worked on.
- Flow and its upgrade do quite high damage, however the low proc chance makes it fairly unreliable. Maybe on a ranger with driving flight and twinned shot?
- Low Tide enchant crit damage also applies to spells.
- Ebb stacking hit to crit chance is weapon only - would have been perfect caster weapon otherwise.
- Scales of Justice DoT damage appears to be base 3, scaled with standard damage modifiers (superb, might, threshing aura, etc.) but not from the skill that applied it or crit damage. This is in line with other non-percentage DoTs so makes sense.
- Found Innocent heal amount looks to be the same as Abraham - that is both Abraham and this gave me 17 health on kill. Mutually exclusive with Found Guilty.
- Found Guilty looks to be the best - raw damage AoE, uses full weapon base damage (18-24) plus passive
- Currently shares base penetration with one handed battle axes (7), this has been reported as a potential bug as version 1.2 increased two-handed penetration by +1 across the board. This is likely an oversight but hopefully we will know soon.
The Twin Eels
- Breath of Life heal amount is 10 + 1/religion point. This is also increased by the usual healing modifiers (might etc.)
- Renewal was harder to test, as I got the gaping wound injury (-25% healing), however it would appear to be 10 + 10/religion + modifiers.
- Death's Embrace is very hard to measure. I've done two tests so far which is by no means enough to come to conclusions on an RNG based effect, however in the first test I got 3 conversions due to the sword across 2 Hear of Fury's (~12 connections total per use) while the second test with exactly the same conditions saw 0 conversions. At a (very rough) guess I'd say it's something in the region of 2%-5% base + 0.25 per religion.
- This matches what grasida said here.
- Soul Diplomacy seems to be the obvious pick for the creature upgrades; why risk reinforcing your foes? So far in my very limited testing I've seen a range of monsters including but not limited to: Young Boar, Imps, Lesser Slime/Ooze, Gul/Dargul/Algul, Lagufaeth Mage, Ogre Pirate, Bird. The duration isn't fantastic but it's ok. Sometimes it didn't spawn anything even though the debuff was active and the visuals triggered. This is a bug so expect a fix soon. Another bug I've discovered is that Essential Phantom can apply the base debuff on top of the upgraded debuff. This is because EP will always only get the base version of your items. Expect a fix for this too, also as the base summon can be hostile, this isn't really that great.
- Lashes are mutually exclusive (duh) and seem to scale at 0.25 or 0.5 per point of Metaphysics (I only tested one but they will be the same rate). Up to preference really which one to take, though shock obviously fits the theme better, aslo there are far more fire immune enemies than shock, including those that heal from it.
- Gains penetration from Heart of the Storm passive, presumably also from other sources (if any exist?).
After some further testing I believe the Oathbreaker's End has a lot of potential for AoE fights, however it is lacking when it comes to ST. Still had a lot of fun testing it and will probably build around it for my next run. What Twin Eels lacks in damage (outside of being a 2-hander) it makes up for in sustain - 40 health per kill is no joke, can't be bothered further testing the hit to crit though. Frostfall is probably my second favourite at this point, though I feel it will mainly be used as a stat stick due to it's two best enchants applying universally. The Essence Interrupter is interesting, but outside of the summons it's pretty ordinary. Having another elemental damage weapon is quite nice though. The lashes are nice but other weapons offer the same without hogging skill points.
Edited by thundercleese, 14 August 2018 - 01:22 PM.