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Blunderbus + wounding shot triggering 6 parallel DOTs WAD ?


peddroelm

Question

I only ask because other DOTs like deep wounds or envenomed strike only keep one of the DOTs (override on each new application) .. Might still be WAD as deep wounds and envenomed strike don't make use of the weapon's stats but wounding shot does(tied to the weapon used to apply it with)  .. 

 

Still this 6 times the DOT numbers allows a strong synergy // borderline abuse comboed with combusting wounds like shown in the tests bellow ..  ( kept in check by the fact that wounding shot is limited per rest and there are quite a few rolls vs different defences to get the most out of it  - pellets must hit, ideally crit for good duration, combusting wounds must also hit - again limited per rest unless lvl 10 wizard or perhaps buy multiple rings .. High might on CW caster required, highish int on both needed to expend duration of both the CW debbuff and wounding shot DOT ) 

 

 

Actual test damage numbers - impressive - just less impressive than expected - perhaps the game engine simply cannot keep up with so many damage ticks ?
 
TEST 1
 
// pellet hits - sadly none triggered combusting  wounds damage ticks
+0 ms |Health Damage 15.333328
+11 ms |Health Damage 12.330811
+29 ms |Health Damage 12.404922
+23 ms |Health Damage 10.517975
+20 ms |Health Damage 10.460510
+13 ms |Health Damage 7.418808
 
//first round of the 6 dot ticks - each one immediately fallowed by CW damage as expected 
+94 ms |Health Damage 2.964478
+0 ms |Health Damage 5.801804 // 5 * (1 + 0.36 ) - 4 * 0.25
+0 ms |Health Damage 2.188171
+1 ms |Health Damage 5.801804
+1 ms |Health Damage 1.164429
+0 ms |Health Damage 5.801804
+1 ms |Health Damage 1.719452
+1 ms |Health Damage 5.801804
+1 ms |Health Damage 4.194382
+2 ms |Health Damage 5.801804
+1 ms |Health Damage 2.683975
+0 ms |Health Damage 5.801804
// some extra fire ticks ? why lower damage ?
+pause ms |Health Damage 5.613632
+3 ms |Health Damage 5.613632
 
//second "wave" of WS DOT ticks + CW
+167 ms |Health Damage 2.964478
+0 ms |Health Damage 5.801804
+5 ms |Health Damage 2.188171
+1 ms |Health Damage 5.801804
+1 ms |Health Damage 1.164429
+0 ms |Health Damage 5.801804
+2 ms |Health Damage 1.719452
+5 ms |Health Damage 5.801804
+0 ms |Health Damage 4.194382
+2 ms |Health Damage 2.683975
+pause ms |Health Damage 5.439911
+3 ms |Health Damage 5.439911
+1 ms |Health Damage 5.439911
 
 
+242 ms |Health Damage 2.964478
+1 ms |Health Damage 2.188171
+0 ms |Health Damage 1.164429
+0 ms |Health Damage 5.801804
+0 ms |Health Damage 1.719452
+0 ms |Health Damage 4.194382
+0 ms |Health Damage 2.683975
+pause ms |Health Damage 5.425308
 
+268 ms |Health Damage 2.964478
+0 ms |Health Damage 2.188171
+1 ms |Health Damage 1.164429
+1 ms |Health Damage 1.719452
 
+4536 ms |Health Damage 2.964478
+6 ms |Health Damage 2.188171
+0 ms |Health Damage 1.164429
+1 ms |Health Damage 1.719452
 
+4466 ms |Health Damage 1.164429
 
+6973 ms |Health Damage 1.164429
 
+15807 ms |Health Damage 1.164429
 
Last DOT ticks didn't triggered CW damage as expected even if the lion was still "in flames" .. Maybe game engine cannot keep up.. Maybe pausing messes with durations.. Will try test 2 without pause .. 
 
 
TEST 2 (no pause - similar test results)
 
//blunder buss shots
+0 ms |Health Damage 14.146805
+5 ms |Health Damage 12.208984
+6 ms |Health Damage 12.463852
+7 ms |Health Damage 14.068573
+7 ms |Health Damage 11.707504
+6 ms |Health Damage 13.718369
 
//first DOT wave with CW
+52 ms |Health Damage 2.657700
+0 ms |Health Damage 5.801804
+0 ms |Health Damage 2.156677
+0 ms |Health Damage 5.801804
+0 ms |Health Damage 2.222565
+1 ms |Health Damage 5.801804
+0 ms |Health Damage 1.454712
+0 ms |Health Damage 5.801804
+1 ms |Health Damage 2.027008
+0 ms |Health Damage 5.801804
+0 ms |Health Damage 2.546921
+0 ms |Health Damage 5.801804
 
//sec
+2984 ms |Health Damage 2.657700
+1 ms |Health Damage 5.801804
+0 ms |Health Damage 2.156677
+0 ms |Health Damage 5.801804
+1 ms |Health Damage 2.222565
+0 ms |Health Damage 5.801804
+1 ms |Health Damage 1.454712
+0 ms |Health Damage 5.801804
+0 ms |Health Damage 2.027008
+0 ms |Health Damage 5.801804
+0 ms |Health Damage 2.546921
+1 ms |Health Damage 5.801804
 
//"debt" of CWs for pellet hits ?
+2886 ms |Health Damage 5.583694
+1 ms |Health Damage 5.583694
+1 ms |Health Damage 5.583694
+0 ms |Health Damage 5.583694
+1 ms |Health Damage 5.583694
 
+87 ms |Health Damage 2.657700
+1 ms |Health Damage 2.156677
+0 ms |Health Damage 2.222565
+1 ms |Health Damage 1.454712
+1 ms |Health Damage 5.801804
+1 ms |Health Damage 2.027008
+0 ms |Health Damage 2.546921
 
+2879 ms |Health Damage 5.652313
+79 ms |Health Damage 2.657700
+1 ms |Health Damage 2.156677
+1 ms |Health Damage 2.222565
+0 ms |Health Damage 1.454712
+0 ms |Health Damage 2.027008
+0 ms |Health Damage 2.546921
 
+2983 ms |Health Damage 2.657700
+0 ms |Health Damage 2.156677
+0 ms |Health Damage 2.222565
+0 ms |Health Damage 1.454712
+1 ms |Health Damage 2.027008
+2 ms |Health Damage 2.546921
 
+2954 ms |Health Damage 1.454712
 
+3024 ms |Health Damage 1.454712
 
+3011 ms |Health Damage 1.454712

 

Maybe CW expired during the test ?  (24 second duration compared to 12 second Wounding should - looks like it should've covered it - didn't pay attention - checking a bit later test lion wan't on fire anymore ..) .Proof that the engine struggles a bit is some CW don't apply later than the damage that triggered them ..  Might be a similar case to the Reegar Carbine  of  Mass Effect 3 only somewhat kept in check by the engine's inability to process [all of] the enormous number of projectiles and rate of fire devs decided to bless it with ..  

WPNTVf7.jpg

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