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Number Crunching Necromancer


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#1
teks

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I thought this may be interesting. I ran some tests with the necromancer, and found some interesting things.

 

The tests were all done in the hinterlands on bandits and bears who all have no spirit and electrical resistance or vulnerability.

The staff used does 62 electrical damage, and the character has a 20% attack bonus. so average damage values were compared against 74.4. This wasn't extensive by any means. I got 10-15 damage values and averaged them out, giving myself a 10% margin of error.

 

Nightmare-

  • Card says: Does 50% damage per second for 6 seconds.
  • Actually does: 100% damage per every other second. = 300% damage
  • Notes: Nightmare is effected by by blinding terror on every tick.
  • AP is dependant on the damage ticks, not the fear effect, otherwise it'd be useless.

Walking Bomb-

  • Card says: Does 200% damage per second for 10 seconds plus a 400% explosion
  • Actually does: 400% initial damage, 200% damage every other second for 8 seconds, 400% explosion = 1600% damage over 12 seconds. The final explosion only deals 200% damage to nearby enemies.
  • Notes:Walking bomb will not gain any benefit being cast on a panicked enemy, but will gain 15% more damage if an effected enemy is panicked.
  • More awesome notes: The enemy doesn't have to die to trigger the spread.

Spirit mark

  • Card says: deals 150% damage per second for 12 seconds
  • Actually does: 150% damage every other second over 12 seconds = 900% damage
  • Notes: Spirited enemies seem to do 150% damage as well. Needs to be tested more. Spirits hate doing their job. Stupid AI...
  • More notes: The upgrade does double the damage. Without it the skill does only 75% every other second.

So, the cards are just a complete lie in some cases. Spirit mark does half of what it's supposed to do. In the case of the walking bomb, it should do 2600%, but instead does 1600%. I imagine this isn't a bug. I think the cards are wrong, and someone didn't get the memo that a tick isn't equal to a second.

 

There is some big synergy between the passives and the active spells in the tree, but most advice had suggested the order wrong. Don't cast panic first. Cast spirit mark or spirit bomb first, then cast spirit mark. This gives both spells a 15% damage boost on all the ticks, which is awesome. The spirit bomb gaining an immediate benefit from power of the dead is also awesome. It increases the total damage to 2080%.

 

The fact that walking bomb doesn't need the target to die in order to spread makes it much stronger which is terribly awesome.

 

Last note. These attacks don't crit, which sucks. Don't spec necromancers for crit chance.

 

If anyone things my numbers are weaksauce holler back :P.


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#2
teks

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Also, the lightning ability that adds damage as you lose mana works well, since dots are the only case where the player can benefit from having 0 mana.



#3
zeypher

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Edit: hmm interesting, will try necromancer again.



#4
zeypher

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K tried Dorian in this way so far so good. You are correct that walking bomb does not need to detonate to spread, it spreads to enemies nearby making it a LOT better now.



#5
teks

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Yeah, I kinda wonder about using walking bomb, immediately exploding it, then casting horror. The secondary walking bombs don't seem to spread sadly.



#6
Kama45

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When casting in a group of enemies, should the bomb be manually triggered immediately? That way the Dot effects will be applying to more than one enemy. Our am I misunderstanding the mechanic?

#7
Lukas Trevelyan

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This is really odd. I tested Walking Bomb on Dorian and this is what I get:

-400% intial, 200% DoT.
-Explosion then spread.
-Explosion damage:200%, then Walking bomb reapplication: 400% then 200% DoT.