Am I the only one thinking that the berserk masterwork bonus is kinda bugged ? I mean it seems to do what it says but 100, 200 or even 300!!! % more damage recieved for such a "low" damage bonus in return is just ridiculous, I've tried once a 10% bonus it is just silly, you insta die whatever happens. What is the point of that in a team made of "only" 4 cahracters, if you had a way to mega hide one of your member in a bigger group why not but here you can't be sure that one will be constantly safe, and if he's not he just drinks all the potions, unless you make a sacrificial build for a Necromancer without using potions or something like that, but still garbage ...
[GUIDE] Attributes, Stats and Mechanics
#201
Posté 04 décembre 2014 - 01:05
- tuchaka aime ceci
#202
Posté 04 décembre 2014 - 04:29
Thank you. Reading this has helped me out alot. Really just thanks.
#203
Posté 04 décembre 2014 - 06:33
Anyone knows exactly what "+3 Guard" means from fadetouched items?
Is it +3% of the maximum guard bar for that character, or is it +3 Guard HP points, or something else?
#204
Posté 04 décembre 2014 - 07:04
it means whenever you hit something you gain 3 guard.
#205
Posté 04 décembre 2014 - 07:08
ghoxen is chain lightning on proc from fade touched silverite actually working. I tried it on my warrior but i never saw the proc do any damage.
#206
Posté 04 décembre 2014 - 07:24
ghoxen is chain lightning on proc from fade touched silverite actually working. I tried it on my warrior but i never saw the proc do any damage.
I haven't tested Silverite specifically, but the Chain Lightning proc works on other materials, dealing both damage and inflicting shock.
Am I the only one thinking that the berserk masterwork bonus is kinda bugged ? I mean it seems to do what it says but 100, 200 or even 300!!! % more damage recieved for such a "low" damage bonus in return is just ridiculous, I've tried once a 10% bonus it is just silly, you insta die whatever happens. What is the point of that in a team made of "only" 4 cahracters, if you had a way to mega hide one of your member in a bigger group why not but here you can't be sure that one will be constantly safe, and if he's not he just drinks all the potions, unless you make a sacrificial build for a Necromancer without using potions or something like that, but still garbage ...
What if you combine it with the mastercraft that reduces your character health down to 12, but only take 1 damage per hit when attacked? It may be highly powerful, since on Nightmare a mage would die in 3-4 hits in normal circumstances anyway.
#207
Posté 04 décembre 2014 - 08:14
What if you combine it with the mastercraft that reduces your character health down to 12, but only take 1 damage per hit when attacked? It may be highly powerful, since on Nightmare a mage would die in 3-4 hits in normal circumstances anyway.
I didn't knew this one, could be cool indeed ! Though I still find it stupid to force people to combien two masterwork to have an effect, the more I play the game the more I have the feeling the team had a huge pressure to finish the game quicker than they wanted in the first place, I just hope they'll patch it massively and soon, because way too many bugs and absurd things, I mean the bleeding is obviously not working how can they haven't seen it in testing ?
#208
Posté 04 décembre 2014 - 08:44
Templar related question to you testers:
Do passives from 2 templars stack? e.g. me being a templar and casandra in the party, having both "there is no darkness" will result to 20% elemental reduction or just 10%
bonus question: Blessed blades works only agaisnt demons or against every enemy with additional damage to demons?
thanks
#209
Posté 04 décembre 2014 - 09:17
While it can sound great, it's ruining my fun to a degree where combat is not even fun or challenging anymore. And yeah, I'm talking of Nightmare difficulty.
I imagine there are some stat thresholds involved but I'm not really sure what's the reason for this. It should really be tweaked either way.
#210
Posté 05 décembre 2014 - 12:36
I'm not sure if it has been covered, but does anyone know why practically everything does just 1 damage to my tank? It started being regular soldiers, normally below my level and then I thought "Cool, they can't even hurt me muahaha". But progressively, more and more enemies have begun to just hit me for 1 damage. Last night I went against a level 23 High Dragon while I'm level 21, and I can literally shower into her breath without using any cooldowns or even blocking, and I get a spam of 1+1+1+1+1+1 damage that doesn't even take half a sliver of my Guard.
While it can sound great, it's ruining my fun to a degree where combat is not even fun or challenging anymore. And yeah, I'm talking of Nightmare difficulty.
I imagine there are some stat thresholds involved but I'm not really sure what's the reason for this. It should really be tweaked either way.
Following this thread properly will pretty much turn your tank into an immortal god.
My advice is to get "To the Death". This will effectively convert your tank's extra survivalbility into damage output for the whole party. May want to grab "Bodyguard" as well, since after over a minute of To the Death, the rest of your party will melt instantly if a dragon so much as sneeze in their general direction.
#211
Posté 05 décembre 2014 - 12:56
Following this thread properly will pretty much turn your tank into an immortal god.
My advice is to get "To the Death". This will effectively convert your tank's extra survivalbility into damage output for the whole party. May want to grab "Bodyguard" as well, since after over a minute of To the Death, the rest of your party will melt instantly if a dragon so much as sneeze in their general direction.
Sounds good, I'll give it a try. I considered to take it earlier but I'm not sure if it can be toggled on and off at will or it is, indeed, "to the death", which kept me from it initially.
#212
Posté 05 décembre 2014 - 01:03
Since i haven't been able to find it anywhere else I was hoping you could answer a questions about dots. I'm currently unclear if dots stack, specifically dots of the same element. If I'm an inferno mage does the burning dot from Immolate overwrite the burning from fire mine (w/ searing glyph)? Similarly, if I'm a necromancer, would spirit mark and walking bomb overwrite each other?
#213
Posté 05 décembre 2014 - 01:33
Since i haven't been able to find it anywhere else I was hoping you could answer a questions about dots. I'm currently unclear if dots stack, specifically dots of the same element. If I'm an inferno mage does the burning dot from Immolate overwrite the burning from fire mine (w/ searing glyph)? Similarly, if I'm a necromancer, would spirit mark and walking bomb overwrite each other?
I know that Spirit Mark and Walking Bomb do not overwrite each other - they are separate spells. Same goes for the DoT built into Immolate and Fire Mine - those are part of the original spells. However, general burning effect (i.e. from any source of fire damage, including fire staff, weapons with fire rune) will override each other.
#214
Posté 05 décembre 2014 - 08:31
#215
Posté 05 décembre 2014 - 08:54
yea chain lightning procs, puts the shocked effectc etc but does NO DAMAGE. ive spent a few hours trying to see if it does any damage and it doesnt.
#216
Posté 05 décembre 2014 - 09:21
yea chain lightning procs, puts the shocked effectc etc but does NO DAMAGE. ive spent a few hours trying to see if it does any damage and it doesnt.
Have you tried Onyx and Obsidian as well? It may just be that the Silverite version is bugged.
#217
Posté 05 décembre 2014 - 10:26
Same goes for the DoT built into Immolate and Fire Mine - those are part of the original spells.
Are you sure? Maybe its a UI issue with floaty damage numbers not showing up, but whenever I cast Firemine followed by unupgraded Immolate, the Immolate's crappier dot seems to overwrite the damage of the Firemine DoT - the original Firemine DoT no longer shows up. And vice versa.
Speaking of Fadetouched, anyone ever saw Hidden Blades enchant proc a second time while the first proc was still hitting the target? I am mashing the ever living hell out of Spirit Barrage, but I never see more than one ghost stabbing a target I think. Haven't really seen two separate ghosts attacking two different targets either.
Trying to figure out if the two +30% damage enchants are the alpha and omega of glass cannon maging or not; if Hidden blades provably and reliably procs without an internal cooldown due to its animation, it's a decent alternative since it adds 500% weapon damage every proc, which is theoretically a spectacular chunk of damage for Spirit Barrage spam if it can indeed proc off flashpoint enabled back to back casts.
#218
Posté 05 décembre 2014 - 10:38
yea chain lightning procs, puts the shocked effectc etc but does NO DAMAGE. ive spent a few hours trying to see if it does any damage and it doesnt.
Ok thats good information but i am looking more for the shocked debuff anyway. And it shocks enemies only.
#219
Posté 05 décembre 2014 - 01:17
Are you sure?
Not really. I don't really test abilities here, only attributes. I only know that Spirit Mark and Walking Bomb stack because I use them a lot.
#220
Posté 05 décembre 2014 - 01:51
GhoXen, do you know how runes are factored into damage calculations? Is the rune damage added to the base weapon damage? Or is it less effective than that? I'll do some testing this weekend to if there isn't a lot of information out there about this.
#221
Posté 05 décembre 2014 - 01:58
It seems from what I experienced that the rune damages are seperate damages but have the same bonus damage benefits than your regular damage output, but since it can be an other element used for those damage they can be mitigated more or less depending on the ennemy resistance.
That's how I felt it as Knight Enchanter at least.
#222
Posté 05 décembre 2014 - 02:38
it means whenever you hit something you gain 3 guard.
3 guard as in what?
3 guard blocks(30% guard I believe) So you'd need 4 hits to get 100% guard.
or 3% guard? So you'd need 34 hits to get 100% guard.
I'd assume the former, but I have no idea. Just like when I get "1 fire resistance".. 1.. what?... percent?... 10%?.... er...
#223
Posté 05 décembre 2014 - 05:47
I looked into the char tab, there was a flat Guard number down in the attribute tab which amounted to roughly 25% of the max HP when the guard bar was maxed out. So I think +3/5 guard is basically +3/5 HP in guard form.
#224
Posté 05 décembre 2014 - 06:05
That's what confuses me. Guard is 25% of your hp. So an ability that generated 10% guard, generated 2,5% of your hp worth of guard. But what exactly does 3, or 5, guard mean?
does it mean:
A) I get 3 health worth of guard. So with 1k health, I would need to hit 83 times to get full guard.
I get 3% guard. So I would need 34 hits to get full guard.
C) I get 30% (3 blocks of guard). So I would need 4 hits.
I have actually never used guard on hit, as I don't find it particularity useful. Guard in itself isn't very strong as a tank, and my dps doesn't get hit. Though I would like to know, for future solo-nightmare runs ![]()
#225
Posté 05 décembre 2014 - 06:25
3 guard means 3 guard
not 3%
not 3 blocks aka 30%
it means 3
not 2
not 4
just 3 guard
like in the number 3
not any percentage
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as for the berserk enchants:
if you really want to see any reason to take them: play hardcore
not like playing nightmare friendly fire and then going full elitistjerk to make it stupidly easy again
like getting 100% more damage taken on all your characters
like making it more difficult
like those people playing final fantasy one with a single whitemage party
enchantment to make the game harder, not easier, for the people that want a challenge
if you see it in this light the enchantment makes sense
only downside is you are not able to flat out buy those enchants from the first vendor to make a complete playthru with them





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