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PSA: Fade-Touched Bloodstone is INSANE for KE.


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#1
Zephymos

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Hi.
 
After finding this thing I decided to do some tests to see if this stat works. It looked too good to be true for my character (Knight Enchanter).
 
I crafted a staff with some damage, skipped all the crit to get standardized values, had a test armor with the Bloodstone stat on it, then headed out into the Hinterlands. I found a bear and some mabari to help me with my tests.
 
I did 4 different tests with auto-attacks (and made sure to never get a flanking bonus):
 
  • Test 1. Without bloodstone armor, only 1 bear, no dogs, in melee range. Avg damage per auto-attack against bear: 190,75
 
  • Test 2. WITH bloodstone armor, 1 bear, no doggies, in melee range. Avg damage per auto-attack against bear: 214,19 (12,29% dmg increase for ONE enemy)
 
  • Test 3. WITH bloodstone armor, 1 bear, 1 doggie, in melee range. Avg damage per auto-attack against bear: 227,20 (19,11% dmg increase) (tooltip is 15%)
 
  • Test 4. WITH bloodstone armor, 1 bear, 3 doggies, in melee range. Avg damage per auto-attack against bear: 259,57 (36,08% dmg increase) (tooltip is 30%)
 
Conclusion: Fade-Touched Bloodstone is INSANE for melee characters, specifically the Knight Enchanter. KE loves damage, because damage is survivability through barrier. This stat gives more damage than it says for each enemy within 8 meters. KE is always within 8 meters. Profit.
 
Also, to illustrate the range of 8 meters in this game, the following bubble is 6 meters in diameter: Bubble.
 
Edit 2: Two of these don't stack with eachother. RIP. Still great though.
EDIT: Just tested it with TWO items having the Bloodstone stat (both staff and chest) and I can confirm they stack with eachother as well!
 

1 Bloodstone item, 1 bear:

Avg damage per autoattack: 187,8

 

2 Bloodstone items, 1 bear:

Avg damage per autoattack: 207,8

 
 
Disclaimer: Bear and/or mabari WERE hurt in the making of this post.

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#2
konfeta

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Pfft. Real men craft Berzerker mastercrafts.



#3
Alejandrawrr

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Fade-touched Silverite too (the one with +5 guard on hit not the chain lightning one). Easy to get in Emprise Du Lion where the dragons are. KE's Barrier Abuse + getting full Guard as backup is downright preposterous. And honestly, it's probably best to craft heavy armor for KE, if you're using the easy (but boring for some) spirit sword spam tank, you don't really need the boost to willpower you would get with crafted mage robes for KE, and getting +20% or more melee defense makes this thing impossible to kill.



#4
Zephymos

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Fade-touched Silverite too (the one with +5 guard on hit not the chain lightning one). Easy to get in Emprise Du Lion where the dragons are. KE's Barrier Abuse + getting full Guard as backup is downright preposterous. And honestly, it's probably best to craft heavy armor for KE, if you're using the easy (but boring for some) spirit sword spam tank, you don't really need the boost to willpower you would get with crafted mage robes for KE, and getting +20% or more melee defense makes this thing impossible to kill.

I disagree, the only thing guard does for a KE is stagger and poison resistance. An entire mastercraft-slot for that? No thanks. Damage is the best stat for KE.



#5
Bronson

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Pfft. Real men craft Berzerker mastercrafts don't play KE

:P


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#6
Jester

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I deals as much more damage as it says. You are forgetting, that Spirit Blade doesn't do 100% weapon damage, but twice as much.



#7
nonomercy

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i saw a stun effect on some weapons, probably it can work with craft items too. Since spell blade has "faith" damage type - it will make combo vs stunned foes, that results with insane dmg amplify and can crit !!!. I managed to get 2k crits with lvl 15 KE (basic spell blade dmg was 200-400 depending on enemy resistances)

 

also any combo boosts focus-meter, so u can spam focus-based spells (i luv necromancer one looks insane and makes decent effect)



#8
Zephymos

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I deals as much more damage as it says. You are forgetting, that Spirit Blade doesn't do 100% weapon damage, but twice as much.

I didn't use Spirit Blade to test. I used auto-attacks as it says in the test.



#9
GhoXen

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Please post your test with the two mastercrafts stacking.

 

Thus far I have tested a good number of mastercrafts (albeit not FT Bloodstone), and not a single mastercraft is capable of stacking with an identical mastercraft. Similar mastercrafts of different tiers belonging to the same type on the other hand do stack.

 

As for why the actual damage increase is greater than what the item says, that's simply because the damage increase was applied before all forms of player bonuses AND enemy mitigation. Only when your character have completely blank stats, and when the enemy has absolutely no mitigation, will you see damage increases consistent with what the item prescribes.



#10
Zephymos

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Please post your test with the two mastercrafts stacking.

 

Thus far I have tested a good number of mastercrafts (albeit not FT Bloodstone), and not a single mastercraft is capable of stacking with an identical mastercraft. Similar mastercrafts of different tiers belonging to the same type on the other hand do stack.

 

As for why the actual damage increase is greater than what the item says, that's simply because the damage increase was applied before all forms of player bonuses AND enemy mitigation. Only when your character have completely blank stats, and when the enemy has absolutely no mitigation, will you see damage increases consistent with what the item prescribes.

 

Yeah, you're most likely correct. My tests were quick little things just to see if they scaled at all, not if the numbers were accurate.

 

1 Bloodstone item, 1 bear:

Avg damage per autoattack: 187,8

 

2 Bloodstone items, 1 bear:

Avg damage per autoattack: 207,8

 

A rough 10,6% increase in damage, which is consistent with the rest of the tests in terms of inaccuracy due to lack of blank slate.



#11
konfeta

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As for why the actual damage increase is greater than what the item says, that's simply because the damage increase was applied before all forms of player bonuses AND enemy mitigation.

Does that really make sense, though? Any and all forms of mitigation will ultimately reduce damage; and even at its highest potential of being a fully multiplicative buff (unless it double dips somewhere), it should be +7.5% damage flat.

 

Where is the extra damage coming from? Other than potential double dipping or flat out wrong description of the item bonus.



#12
AlphaMagnum

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It's not all multiplicative though. Armor's damage reduction is via subtraction, where (raw dmg - enemy armor) = final damage. I can't recall where attack and defense come into play, but the subtraction explains fully why a % increase doesn't actually look like a % increase.

E.g. 100 damage and 50 armor

Normally 50 damage

With 10% bonus damage it's 110 - 50 = 60 final damage

That's a 20% improvement in damage dealt (60 vs 50) from a 10% increase in raw damage (110 vs 100). See what I mean?



#13
GhoXen

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Regretfully, it seems your numbers from testing stacking was not correct. After extensive testing, I can confirm that like all other mastercrafts, X% Damage per Nearby Enemy is not an exception. It does not stack when identical mastercrafts are in use, but does stack when similar mastercrafts of different tiers are used.

 

Test results quoted from my thread:

 


+5% Damage for Every Nearby Enemy (Mastercraft)
After a user reported that 7.5% damage for every nearby enemy supposedly stacks, I decided to retest some mastercrafts, including this one, to see if it's just a failure of UI, but not failure of functionality. Both +15 Stamina and +3 Guard/hit still do not stack at all.
Setup 1: Level 19 warrior, weapon damage 91, base 4% attack.
Setup 2: Level 19 warrior, weapon damage 91, base 4% attack, 5% Dmg/Nearby Mastercraft x1.
Setup 3: Level 19 warrior, weapon damage 91, base 4% attack, 5% Dmg/Nearby Mastercraft x3.
Target: Level 11 Bear
Test: test whether the mastercraft stacks against a single target when no other enemy can even be spotted nearby. 10 regular hits with each setup, crits are ignored.
 
Results (expected vs actual mean):
Setup 1: 47.84; 48.8
Setup 2: 52.57; 51.8
Setup 3: 62.04; 52.1
 
Conclusion:
The increase in damage between setup 1 and 2 fall almost perfectly within the expected values. However, Setup 3's result falls far too short of what can be expected from a 15% base damage increase. It seems that at least the 5% Damage for Nearby Enemy mastercraft does not stack.
 
+7.5% Damage for Every Nearby Enemy (Mastercraft)
To remove all doubt, I went and farmed some of FT Bloodstone for the test. I also opted to use a weapon with higher weapon damage, so that the results may be more clear.
Setup 1: Level 19 warrior, weapon damage 147, 43% attack.
Setup 2: Level 19 warrior, weapon damage 147, 43% attack, 7.5% Dmg/Nearby Mastercraft x1.
Setup 3: Level 19 warrior, weapon damage 147, 43% attack, 7.5% Dmg/Nearby Mastercraft x3.
 
Results (expected vs actual mean):
Setup 1: 145.86; 145.6
Setup 2: 161.63; 156.6
Setup 3: 193.16; 155.1
 
Conclusion:
It's clear that the same type of mastercraft would work the same, regardless of tier. While the increase between setup 1 and setup 2 is expected, there is no increase between setup 2 and setup 3.

 

My guess is that any difference is either the result of RNG, or while you were testing, a trolling Ram or Fennec ran past or stayed too close. Those neutral animals contribute to the mastercraft's damage bonus.

 

This particular type of mastercraft is still one of the best in the game for a melee DPS, but there is no point stacking it unless they are from different tiers. i.e. 5%, 7.5% and 10% on three different pieces. Alternatively, you can use some of the other mastercraft slots for other useful effects.



#14
Zephymos

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Shame. Thanks for testing it though, clears things up. Also, do you know if 7,5% is the max amount (FT-Bloodstone)? Like, Bloodstone is a tier 2 material. Would make sense if there was one that was 10%.



#15
AlphaMagnum

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Shame. Thanks for testing it though, clears things up. Also, do you know if 7,5% is the max amount (FT-Bloodstone)? Like, Bloodstone is a tier 2 material. Would make sense if there was one that was 10%.

 

The fextralife wiki lists Fade-Touched Volcanic Aurum as the Tier 3 version, offering 10% per enemy.  Haven't gotten far enough to see it in-game to verify myself, however.



#16
GhoXen

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There is a TON of fade-touch materials in the game. Most materials have at least 3 variants, some have 2, and very very few (usually unique) will have only 1 variant.

 

EVERY effect has 3 tiers. It's simply that you may not ever find all 3 tiers unless you spend way too much time on the game and try to be a completionist.



#17
konfeta

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Hm, that makes sense. I thought armor didn't affect spell damage for some reason.