Can you please add in the game descriptions all these details about primary skills? (multi attacks, attack speed, CD, etc…)
True. Of course aftermath being affected by attack speed though works without Discordance but that’s like probably the exception (I only used 10% reduced CD from dexterity for aftermath attack speed but mostly 60% attack speed made the big difference @Midlumer ). I use aftermath for like many months and more attack speed does indeed make it faster to cast (especially with meteor procs). I never needed to use more reduced CD with aftermath as that’s redundant. Aftermath already resets CD of shatter and meteor when clicked so reduced CD isn’t needed.
Other than that, you’re pretty correct Griffin and midlumer.
I made another test this morning, and it seems more complicated than that.
With Boomerang, I was maybe wrong I guess, AS indeed makes the Boomerangs faster and not RCD (or maybe both, this needs more testing). With OH primaries I was partly wrong:
For ManaShield, AS didn’t make any difference, but with RDC Teleport I saw an increase of speed after applying additional AS. So with the things @CuzegSpiked meantioned about Aftermath, my interpretation is the following:
- Skills have one or both, an attack part and/or a casting part.
- ManaShield doesn’t have an attack part, so AS makes no difference.
- Teleport has both, so AS speeds up the attack part and RCD speeds up the casting part.
- With Aftermath, the CD gets set to 0.5s (?) so AS speeds up the attack part of Shatter and because of the CD reset you don’t need RCD.
- That means AS speeds up all attacks which have an attack part, MH/OH primaries and specials.
- If you can afford only one crystal affix, take the one which saves the most time (with CDs it’s RCD in most cases).
And @Griffin seems correct too, 0.5s seems to be the maximum attack speed of OH primaries (maybe MH/OH specials too, I don’t know).
Does that sound about right?
This game is amazing, every day I discover something new even after playing a long time now !
And yes, this definitely needs some clearing up in the dictionary.
Yup. I always requested the codex to be simpler and clearer. I mean it’s simple enough but simpler is cooler. So much simpler than a year or two ago though and very well updated for sure.
If codex gets simpler and easier, I’m sure more fantastic players and new combos could be discovered faster? For instance I never knew orb had 200% dmg per 0.1 secs default hit frequency and when I did, it sparked a build idea.
I’m glad we’re learning .
Quick Question:
- Can Hunger increase the Attack Speed and Reduced Cooldown above Cap? Or not?
- Oh, and does Stealth Proc overwrite the current active Stealth, or only after the internal CD of 3s?
As stated in the description of Relentless, it gives a % DMG boost depending on the missing HP%. At Rank 40, if they are missing 50% HP, you will deal 50% more DMG.
It always did.
Correct, dependent affixes prevent you from rolling their requirements on the same item.[quote=“CuzegSpiked, post:1691, topic:2345”]
Skilled mythic doesn’t work with discordance orb im pretty sure.
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As stated in Discordance’s Dictionary entry, it only affects Extra and Multi attacks.
All your attacks will pierce including AoE and Melee attacks. Very good with Exposed.
Yes, +All Skills apply to every skill. This is why it is very limited. +All Talent only applies to the Talents of the current class as there is no way to gain Talents from other classes.
Sets only affects the user. He uses Ascendant on Hireling so that his main does not need to.[quote=“Warran, post:1698, topic:2345”]
The way Angelic set is worded makes it seem like the healing portion will work with skills that have exactly 1 second cooldown and the damage/aps portion won’t work with them?
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Angelic, just like Haunting, is affected by CD Reduction.
Default Duration is 0s. This is why enemies will never glow Pink without Ascendant.
No, it does not.
Thanks for pointing this out! (Blame a system crash that anulled a lot of changes…)
Both apply the Debuff but default Duration is 0s so you need Ascendant to increase it to 5s.
Yes, it applies to Discordance too.
I also have a question on the new Coat weapon. I can’t see stat changes in my stat screen to see the actual effects of coat weapon. Is it correct to think of it as acting the following way?
Your crit chance = 2 * (crit before coat + 15%)
Elemental Crit = 2 * (ele crit before coat + 25%)That means with no gear that affects either crit chances, using coat will give you 50% crit chance and 50% elemental crit chance for 1 second?
Also can these chances go above the normal cap? (Same question for going above cap upon using stealth) That is can you get to 100% Crit/ Ele crit / Dodge by using the respective skills if you have enough of the required stats before getting doubled?
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yes.
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yes for Chance. Duration is 2s until next successful hit. (Blame crash)
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All Skills bypass Affix caps. That is why you can have perma dodge with Stealth and 100% Bleed Chance with Scalp.
I myself have determined that Angelic set will NOT affect skills that have cooldowns of Exactly 1 second Before modifiers (Dexterity would bring them down to 0.9 second cooldown for example) at least if the Status screen is to be believed.
Angelic does not show up on the status screen.
- some pets reach level 100 without all affixes. Can the Enslaver bonus still add them? (it’s 10+ times that nothing happens)
can pet rare affixes become epic with the Enslaver achievement?
does the bonus improve only the main hero pet?
does pet quality matter? It doesn’t seem to affect anything (e.g: max stats reachable)
can I “remove” heroes from the arena? I don’t want my “mule” to fight XD
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yes but might be bugged.
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yes but might be bugged.
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it affects both pets.
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no.
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No. Your PVP fighter will always be the last one you used but the stats of your “mule” will be saved on the server until it is used in PVP or season reset.
Hello, how does my character behave in the arena when I’m offline? And if I have other characters like leave my strongest in the arena in the same offline situation
When you enter PVP for the very first time since you installed the game, a pop up appears and tells you it will use the last PVP char you used.
Quick question: Does attack speed affect off-hand primary skill? Cause I read it somewhere that it has a 0.5 cooldown between uses
Attack Speed affects all skills. CD prevents you from using the skills as fast as possible.
Everything except Weapon Damage % and Weapon Damage + effects both weapons if I’m not forgetting anything.
Reduce MP also only affects the weapon it is on.
I know for sure that it affects chakram cast speed, despite CD being 2 seconds as you can cast 2 chakrams without CD and the CD is the time you wait until the boomerang(s) return.
Chakrams uses a very special APS mechanic that is dependent on APS (Hunger, Angelic and etc), ASpd, and Projectile Speed. The 2s CD is Descordance Balance .
The APS, ASpd and CD system is a bit complex. Might write a guide on it later.
Hammer has low attack speed
Do not mix up APS and Attack Speed. This will lead to a lot of confusion. Hammers have high Attack Speed (+30%) but Smash low APS (0.75/Sec). When using Scoundrel or Spellsword with Hammers is reduculous (highest BWD weapon in game with free +30% Attack Speed).
If you use Discordance on Gauntlet Orb, Blast CD and Orb CD switch, that is why Attack Speed increases Orbs/sec. But then again, Reduced CD does not speed up Orb casting any more, but does speed up Blast.
A min of 0.5s CD is placed on Specials when you use Discordance. I miss 10 Multishots per sec with Discordance.
Boomerangs can be sped up with Reduced CD, but not with Attack Speed. Same for Charge.
Both of these skills use a special mechanic. CD reduction does nothing for Chakrams. Charge is also dependent on the distance to the target.[quote=“Midlumer, post:1764, topic:2345”]
Hammers/Gauntlets are slow
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Again, Hammer is the fastest Warrior weapon. Smash is slow. Skills are independent of weapons. Use Spellsword or Scoundrel with different weapons and compare the APS of the different Comet and Quickattack. You can find the speed bonuses on the wiki.
For ManaShield, AS didn’t make any difference, but with RDC Teleport I saw an increase of speed after applying additional AS. So with the things @CuzegSpiked meantioned about Aftermath, my interpretation is the following:
- Skills have one or both, an attack part and/or a casting part.
- ManaShield doesn’t have an attack part, so AS makes no difference.
- Teleport has both, so AS speeds up the attack part and RCD speeds up the casting part.
- With Aftermath, the CD gets set to 0.5s (?) so AS speeds up the attack part of Shatter and because of the CD reset you don’t need RCD.
- That means AS speeds up all attacks which have an attack part, MH/OH primaries and specials.
- If you can afford only one crystal affix, take the one which saves the most time (with CDs it’s RCD in most cases).
And @Griffin seems correct too, 0.5s seems to be the maximum attack speed of OH primaries (maybe MH/OH specials too, I don’t know).
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Correct.
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Half correct.
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Half correct.
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Kind of correct.
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It speeds up all attacks. Period.
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I bet you love the Hunger Set now.
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not really. Every skill and weapon has different settings.
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Almost. It is much more complicated.
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Yeah… GL fitting these complicated mechanic into the dictionary. Below is an example of how complicated Whirlingblade’s APS is (written by yours truely before I became a tester) and why it finally received a buff this last patch. Sadly, the old attachments did not make it through the forum update.
Some of you might remember my old Guidedshot mechanics thread. It was about how its special mechanics made the skill very powerful (Wiz Pierce and Warrior’s Throw Sword shares the same mechanics). This time I will talk about Whirlingblade and why it is weak, one of if not the weakest of all specials (in my opinion it is the weakest). No vids because Apple sucks and Shou.tv is does not support my device. =( First off, lets make this clear. Whirlingblades is the most unique out of all Specials. W…
Quick Question:
- Can Hunger increase the Attack Speed and Reduced Cooldown above Cap? Or not?
- Oh, and does Stealth Proc overwrite the current active Stealth, or only after the internal CD of 3s?
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it affects APS not ASpd and reduces remaining CD. Caps mean nothing to it. (Damn it another one of the many dictionary updates that failed to go through. I blame computers crashing.) Anyways loving the Hunger set yet?
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only after the 3s.
I will definitely need to write out that APS guide sometime. I see the demand for it. xD
Thank you, that was a very enlightening read Hunger Set ftw!!
Hunger Set ftw!!
Indeed! You got to be quick on your feet to catch prey.
Thank you. That was an awesome read of you answering my questions and others. I feel relieved that I know the answer now lol.
That is one long reply hahah
Question: how much bonus Ms does vault give? I know that vault you can increase move speed of in hero points but also I do kind of see momentum working whenever I use vault in PvP. I’m guessing 10% or 20% bonus MS by default. I know that coat, stealth, sprint, whirlwind and knights charge have usually around 20% MS or so. I think shieldwall gives 40% MS.
Vault doesn’t give MS boost. The MS boost from the heroic skill boosts the MS of vault itself, meaning Vault Speed. I was sure the Dictionary entry of the skills were updated with their MS values but I was wrong.
Knights Charge --[[ 25% ]]
Sprint --[[ 25% ]]
Whirlwind --[[ 16% ]]
Coat --[[ 20% ]]
Stealth --[[ 20% ]]
Summon --[[ 50% ]]
ShieldWall --[[ 40% ]]
TimeWarp doesn’t seem to increase Orb damage, is that supposed to happen?
I don’t think so. I thought it did since orb is a projectile. I mean I noticed a difference last time .
Hey devs, can you do something about those PvP Arena “campers”?
It’s so annoying that some characters just stay still and spam their attack forever.
Can you add some countermeasure\penalty for remaining more than N (10?) seconds in the same place?
Examples:
- spikes come up and cause -X% total HP each second.
- a spring trap launches them around the arena, causing also damage.
- etc…
well, I could agree that it may be annoying, but definitely not unbalanced nor need to be changed. It’s a matter of play style. It actually makes them predictable and easier to hit. Now what you’ll have to do is plan your attack.
Tip: these type of AI are setup to camp usually at the start of the match AND when at full HP or the threshold they set in AI settings. At one pointthe AI will start to behave differently (run and avoid enemy) or will start chasing you. Best way to win is,
1 wait for few seconds before going in
2 always use Dispel AND silence when you go in
3 After using all skills you’ve got, run away
4 now, observe how the AI behaves, try to get close but avoid getting hit by skills
5 you’d now know if it will chase you OR if it will start running away
6 Then plan your next attack
7 IF it has really a stronger build overall then you’ll probably lose and just improve your build
Is the “2% mana on hit” affix (obtained from mythstones) useful?
What’s the base mana, the one I see in the detailed stats panel?
With 10,000 mana, for example, I’d get only 200… the epic affix seems better.
Base MP is from stats and lvls. If you are lv 99 with 299 Mana, then you will have 19900 MP an will heal 398 MP/hit.
Eh, but who dumps all the points into mana…
I guess I’ll just use the epic affix which should be a static 200 or 250 mpph, I think.
(unless there are some other advantages about the mythstone affix I’m not aware of).
Eh, but who dumps all the points into mana…I guess I’ll just use the epic affix which should be a static 200 or 250 mpph, I think.(unless there are some other advantages about the mythstone affix I’m not aware of).
Being Wizard you get additional Resist, but also meh at higher floors. In PvP or with ManaShield it sometimes makes sense. From what I remember is that the nerf to base HP was made for PvP, where otherwise the healing was insane and you could make virtually invincible chars.
Just take the epic affix, that should be fine. If you have something on your gear boosting Regen (Plagued, Cosmic Power, Equality) you could go for Regen also.
Base MP is from stats and lvls. If you are lv 99 with 299 Mana, then you will have 19900 MP an will heal 398 MP/hit.
Plain MP from the equipment count into base MP as well, right? So 5k MP from epic affix would go on top of that?