Edit: The stat inflation isn't half as bad when you only get one skill that does it. Now, two is a different matter altogether...
Nullpack 2019-02-21: Gravitic Infantry
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Re: Nullpack 2014-11-16: Blood Mage
I don't see how you can lack in kill speed with ~200% global speed + the insane amount of stats this character gets. It's like a brawler on speed. Literally.
Edit: The stat inflation isn't half as bad when you only get one skill that does it. Now, two is a different matter altogether...
Edit: The stat inflation isn't half as bad when you only get one skill that does it. Now, two is a different matter altogether...
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Doctornull
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Re: Nullpack 2014-11-16: Blood Mage
It is exactly half as bad.Fhtagn wrote:Edit: The stat inflation isn't half as bad when you only get one skill that does it. Now, two is a different matter altogether...
But also gear is giving inflated stats, the new artifacts since 1.2 seem to have up to +20 total stat points at t3 which is roughly double what came before. Plus the new egos which grant stats... yeah. Lots of stat inflation in egos, artifacts, and talents.
Re: Nullpack 2014-11-16: Blood Mage
Nah, it's less than half as bad, since the stats from wearing a gem and having the corresponding skill add into the calculation for Unified Body, iirc. 
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Doctornull
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Re: Nullpack 2014-11-16: Blood Mage
Yeah, you're probably right.
Anyhow... how's the run going?
Anyhow... how's the run going?
Re: Nullpack 2014-11-16: Blood Mage
Excellent, though I have been very, very unlucky with my Merchant artifacts. I still expect High Peak to be a breeze. I will post a short guide once I'm done.
I wonder where I should put it... here? Or in Spoilers somewhere? In the corresponding subforum? Heeeelp!
I wonder where I should put it... here? Or in Spoilers somewhere? In the corresponding subforum? Heeeelp!
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Doctornull
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Re: Nullpack 2014-11-16: Blood Mage
Heh, you're blazing new ground.Fhtagn wrote:I wonder where I should put it... here? Or in Spoilers somewhere? In the corresponding subforum? Heeeelp!
Put it in the Spoilers forum, I guess? Under the appropriate metaclass?
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grayswandir
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Re: Nullpack 2014-11-16: Blood Mage
Maybe the wiki?
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated.
Currently working on Elementals. It's a big project, so any help would be appreciated.
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marshmallowpeep
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Re: Nullpack 2014-11-16: Blood Mage
A few things about Balefire Bolt:
The actual damage (and healing) is half what's said in the talent description. That means that, compared to virulent disease it has less damage, a longer cooldown, and takes a turn to use. Compared to blood grasp for one turn less cooldown it's only a little more damage, and over time instead of burst.
Sometimes (fairly rarely) the projectile hits an enemy with no effect. I suspect this is because it's checking spell save and being resisted, but it doesn't give the "shrugs off" message that's normal in that situation. Also if it's checking spellsave save shouldn't it apply spellshock? I might be misunderstanding how that works.
Despite all that, it's pretty dang useful, and would probably be too good if it did the amount in the description.
Edit: upon further testing, one of the things I said was wrong. it looks like it is a drain effect that scales with damage done.
The actual damage (and healing) is half what's said in the talent description. That means that, compared to virulent disease it has less damage, a longer cooldown, and takes a turn to use. Compared to blood grasp for one turn less cooldown it's only a little more damage, and over time instead of burst.
Sometimes (fairly rarely) the projectile hits an enemy with no effect. I suspect this is because it's checking spell save and being resisted, but it doesn't give the "shrugs off" message that's normal in that situation. Also if it's checking spellsave save shouldn't it apply spellshock? I might be misunderstanding how that works.
Despite all that, it's pretty dang useful, and would probably be too good if it did the amount in the description.
Edit: upon further testing, one of the things I said was wrong. it looks like it is a drain effect that scales with damage done.
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Doctornull
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Re: Nullpack 2014-11-16: Blood Mage
Oops! Yeah I forgot to divide the description damage in half. The total damage should display correctly now.marshmallowpeep wrote:Sometimes (fairly rarely) the projectile hits an enemy with no effect. I suspect this is because it's checking spell save and being resisted, but it doesn't give the "shrugs off" message that's normal in that situation. Also if it's checking spellsave save shouldn't it apply spellshock? I might be misunderstanding how that works.
Despite all that, it's pretty dang useful, and would probably be too good if it did the amount in the description.
Also, yeah, it was checking spell save. But it shouldn't, since Blood Grasp ignores spell save entirely. So now Balefire Bolt will also ignore spell save.
Thank you!
Re: Nullpack 2014-11-16: Blood Mage
A question concerning the Vector class:
How do the diseases inflicted by the corrupted arrows sustain scale? Having them do 1 damage like they do at the beginning sort of screws the whole interaction with the Plague category, since they block valuable disease spots and do not net damage for Catalepsy. So does the damage actually scale in a way that allows those interactions?
How do the diseases inflicted by the corrupted arrows sustain scale? Having them do 1 damage like they do at the beginning sort of screws the whole interaction with the Plague category, since they block valuable disease spots and do not net damage for Catalepsy. So does the damage actually scale in a way that allows those interactions?
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Doctornull
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Re: Nullpack 2014-11-16: Blood Mage
That's lower than it should be. Hmm.Fhtagn wrote:A question concerning the Vector class:
How do the diseases inflicted by the corrupted arrows sustain scale? Having them do 1 damage like they do at the beginning sort of screws the whole interaction with the Plague category, since they block valuable disease spots and do not net damage for Catalepsy. So does the damage actually scale in a way that allows those interactions?
I was using the damage type from weapons which inflicted diseases, but that got changed recently. Now weapon damage has a separate disease type.
I'll update it to use the Blood Spray disease damage numbers, though the % chance to infect will remain low.
Thanks for finding that!
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Doctornull
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Re: Nullpack 2014-11-16: Blood Mage
Vector damage updated.
Looking over the Vector, I should really replace the Combat Veteran tree with something more interesting. Hmm.
Looking over the Vector, I should really replace the Combat Veteran tree with something more interesting. Hmm.
Re: Nullpack 2014-11-16: Blood Mage
I'm playing a Fossil right now, and this guy might be even stronger than the Transcendent Fist. Or rather, even more destructive, but not quite as hard to kill.
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Doctornull
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Re: Nullpack 2014-11-16: Blood Mage
IMHO Fossil is currently kinda bad.Fhtagn wrote:I'm playing a Fossil right now, and this guy might be even stronger than the Transcendent Fist. Or rather, even more destructive, but not quite as hard to kill.
It needs work, but I've not been inspired how to fix it just yet.
Sorry for the inconvenience.
Re: Nullpack 2014-11-16: Blood Mage
Bad as in weak? Or bad as in badly designed?
Not having any outlet for combo points whatsoever seems less than ideal,
and combining Pugilism, GWF, Blinding Strikes AND Arcane Combat might be a bit much in terms of damage output.
Edit: The Ember of Gerlyk appears a bit dull in terms of generics, the unique category seems fun, though.
Edit again: So, if those two are out, which one should I play next?
Not having any outlet for combo points whatsoever seems less than ideal,
and combining Pugilism, GWF, Blinding Strikes AND Arcane Combat might be a bit much in terms of damage output.
Edit: The Ember of Gerlyk appears a bit dull in terms of generics, the unique category seems fun, though.
Edit again: So, if those two are out, which one should I play next?