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Daze proc useless?
Posted: Sat Mar 19, 2016 1:08 am
by guzzleguts
Hello. I'm new to TOME so please help!
This evening I started a Shaloren rogue. He was fortunate enough to find two items with a Daze proc on strike, totalling 70% chance.
That seems to work fine, but the problem is that the Daze effect deactivates almost instantly. I think this is because one of the conditions of Daze is that it deactivates if the target takes any damage.
As they will always take damage from the attack itself this seems to imply that Daze% on strike is self-cancelling and fairly worthless.
My weapons do have some other 'on strike' effects (damage), so I suppose that could be the problem. But even that would be pretty annoying based on how common such effects are.
Re: Daze proc useless?
Posted: Sat Mar 19, 2016 5:16 am
by Dracos
You might be multi-hitting or have something else knock it off.
Daze is kind of a tough status effect to use, working best at range to do crowd control since you can't immediately keep attacking the same enemy without breaking the daze. Beyond that, it's often all but ignored in late game by enemy boss types.
Re: Daze proc useless?
Posted: Sat Mar 19, 2016 9:51 am
by Coldbringer
Yeah it could get fixed one way - apply the affect after all damage has been done in a turn.
I've had the same experience, it looks good on paper but just gets removed immediately by DOTs & proc damage
Re: Daze proc useless?
Posted: Sat Mar 19, 2016 8:55 pm
by 0player
If you're dual wielding, the damage from the offhand could be knocking off the daze from the mainhand.
Re: Daze proc useless?
Posted: Mon Mar 21, 2016 10:28 am
by guzzleguts
Thanks for your replies,
While it's true I was dual-wielding, the Daze was not tied to the weapons so it could also be applied by the off hand. Even then the Daze did not last, I guess due to the proc damage.
Coldbringer, your idea makes sense. Too many weapons will negate Daze otherwise, although perhaps this is as intended - who knows?
I've ditched the items now, by the way.
Re: Daze proc useless?
Posted: Mon Mar 21, 2016 3:06 pm
by ghostbuster
One neat solution to fix dazes would be to associate dazes a threshhold in such a way that only damage above this threshhold would break it. This way dazes would be immune to proc, poisons, etc, but real attacks would break it, making it much much more useful.
The highest the threshold, the more powerful a daze would be.
The main problem is to determine the threshhold (ie power), in a coherent way for spells, weapons, depending on tier, (spell/phys/mind)power, etc...
Re: Daze proc useless?
Posted: Mon Mar 21, 2016 10:24 pm
by Amphouse
You could just make it like
Elemental surge which scales off level. Have only damage higher than those numbers break the daze.
Re: Daze proc useless?
Posted: Mon Mar 21, 2016 11:42 pm
by HousePet
All applications of Daze should apply at the end of the tick (which is a tenth of a turn).
Any that aren't can be considered bugs.
Re: Daze proc useless?
Posted: Tue Mar 22, 2016 1:29 am
by Coldbringer
It's great when you do it from a distance like with pacification hex. Or in the early game with rush when you don't have all kinds of extra damage going on, very nasty debuff that most enemies can't remove and there is no immunity to it AFAIK.
Re: Daze proc useless?
Posted: Tue Mar 22, 2016 2:52 am
by HousePet
Daze checks stun resistance.