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[Idea] Lacerate


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6 réponses à ce sujet

#1
Gage123

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I'm assuming this skill is utterly useless as it only has a 10% chance on damaging attack to trigger. The damage of lacerate depends on the damage of the skill or weapon attack that you used that triggered it.

If you did 120 damage worth of damage, it will do an additional 20%(or 30%) in bleed damage over 5 seconds. It stacks too. Problem is, 10% chance.

What do you think we could do to make this viable but not overpowered. I was thinking of increasing the chance to about 30% or 50%. Don't know the balance implications of that. Thanks for any info. 

#2
Thychiz

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At the speed my Isabella attacks ... 10% is pretty suitable.. I suppose 20% could balance it more, but anything higher will overpower it (IMO)

#3
ZephSunstrider

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Don't forget that 10% chance only seem little in absolute. But rogues attack pretty quick, up to several strikes per second with attack speed enhancers. I think 10% is acceptable. I agree with Thychiz, raising it beyond 20% would overpower it, most likely triggering it every 2-3 seconds.

#4
kotli

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Well TBH the thing that matter with procs is how many rolls you need to do to reach the 50% of at lest 1 activating (IE if you got unlimited people at what stage will 50% of them had seen 1 or more turn up).
For Lacerate (10% chance) that is at ~7 attacks 52% chance IE out of 100 people 52 will have seen one or more by the 7th roll.
Changing it to 20% makes it hit 48% at 3 attacks.
Personally I would try 15% that makes it 48% in 4 attacks.

#5
Gage123

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 So I found a bug.

The Lacerate upgrade decreases the damage of lacerate by 50%. So instead of having a modifier of 1.4x of weapon damage, it becomes 0.7.

Lacerate, fully upgraded, deals 70% additional damage over 2 seconds (2 ticks). Lacerate unupgraded deals 140%.

#6
ZephSunstrider

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Hm, according to the unmodified abi_base file, Lacerate does 0,91429 base damage and another 0,45714 with the upgrade. So it should work normally. And it ticks for 5 seconds.

#7
Gage123

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It says 5 but the problem is the first tick occurs immediately after the damage so that is discounted. 2 seconds after, the 2nd tick occurs. Afterwards, there's none because you need to add another second for another tick. Setting it to 6 makes it 3 three times but for less damage on each tick however, same total damage overall.

In terms of the numbers, increase the numbers. You'll see a lower overall damage. Decrease it and you'll see and overall increase in damage.