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  1. #1

    Sweaty Dick Punching Enthusiast

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    Database: Effect on abilities when they are subbed

    Figured we needed this thread, Ill update the OP every few days or so.

    Random shit happens to abilities when they are used on an off-job, and it's a guessing game most of the time until you can actually see/hear about it. Here's a couple I'm familiar with, will log on to confirm specifics later:

    Punishing Barbs: Potency unchanged, buff duration halved(quartered?).
    Stoneskin: Potency hit (unknown amount), cooldown extended(insignificant amount, 30->35/40 seconds)
    Cure: Potency hit (when used on my Thm, cures for less than Sacrifice), loses AoE ability.

  2. #2
    Bagel
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    Conjurer's spells including Cure don't lose their aoe ability when used by a Thaumaturge, they become conal aoe instead.

  3. #3
    Ridill
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    Second wind on my Lancer took a potency and timer hit.

  4. #4

    Sweaty Dick Punching Enthusiast

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    Quote Originally Posted by Nevex View Post
    Conjurer's spells including Cure don't lose their aoe ability when used by a Thaumaturge, they become conal aoe instead.
    It loses its AoE potential completely when used on other classes, all spells become conal on Thm. Not specific to Cure so not relevant to the DB imo.

  5. #5
    Ridill
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    Cure might be better than Sacrifice if you pull hate enough, I heard that the regen buffs adds to your enmity, if this is true it explains... about 30% of my deaths.

    Does Stygian Spikes behave the same when subbed?

  6. #6
    Ridill
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    Quote Originally Posted by Celeras View Post
    It loses its AoE potential completely when used on other classes, all spells become conal on Thm. Not specific to Cure so not relevant to the DB imo.
    Perhaps all spells are innately single target, and only conjurer and thaumaturge can make magic aoe.

    Or are there other spells that can still be aoe'd on DoW classes, unlike cure?

  7. #7
    Groovebox
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    Quote Originally Posted by Elcura View Post
    Cure might be better than Sacrifice if you pull hate enough, I heard that the regen buffs adds to your enmity, if this is true it explains... about 30% of my deaths.

    Does Stygian Spikes behave the same when subbed?
    I used it on my 12GLA and was draining 8-16 MP per hit. Obviously it depends on how hard the mob is hitting you for. Duration lasted long enough to keep it up full time. It is an awesome skill to have if you want to spam cure and red lotus... can easily go 20 mins or more w/o having to switch to THM to refresh MP.

  8. #8
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    Blood Bath, when cross classed on Pugilist at least, seems to heal roughly 50% of the damage dealt. The recast time is also increased 10 seconds.

  9. #9
    The Defense is ready, Your Honor
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    Elemental nukes when used on DoW have their recast doubled, but surprisingly, the damage isn't that diminished. If I had to eyeball it, I'd say maybe a 15% reduction? I was hitting for 200+ unresisted on my level 1 glad with full stats into DoM.

  10. #10
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    It depends on the affinity it has with the class it's being subbed on though.

    For instance on LNC, Bloodbath was still healing close to full damage per swing, around 75% I think. I haven't done any conclusive testing but it was more than half. It heals a good chunk on Archer too, but maybe that's because they're both 2-handed or "heavy" DD's?


    It's the same with crafting too. I find my BSM's "Maker's Muse" works much more often on Armorer and Goldsmith, and I mean the success rate not proc rate. Proc is actually pretty solid across all 8 crafts.

  11. #11

    Sweaty Dick Punching Enthusiast

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    Quote Originally Posted by Malacite View Post
    It depends on the affinity it has with the class it's being subbed on though.

    For instance on LNC, Bloodbath was still healing close to full damage per swing, around 75% I think. I haven't done any conclusive testing but it was more than half. It heals a good chunk on Archer too, but maybe that's because they're both 2-handed or "heavy" DD's?


    It's the same with crafting too. I find my BSM's "Maker's Muse" works much more often on Armorer and Goldsmith, and I mean the success rate not proc rate. Proc is actually pretty solid across all 8 crafts.
    I'm unaware of subbed abilities functioning any differently on certain jobs, unless you have the Guildmark trait equipped.

  12. #12
    aru
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    I noticed today that Skull Sunder will AoE when subbed if you stand still long enough. It's possible that this is either a bug or that skills requiring steadfast stance just require you to stand still for the time it would have otherwise taken to active steadfast.

  13. #13
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    Sounds like a bug to me, Steadfast is supposed to be something unique to the way Great axes work. SE did a pretty good job in making all the combat classes have their own little differences in combat techniques and effectiveness.

    That being said, Second Wind on my Marauder seems to have it's recast boosted by 10 seconds, but it's effect seems to be about the same (120ish hp healed). Though base stats and Class rank may be a factor, my Marauder is higher then my Pug, so it may end up getting more use from my Physical Stats.

    Also, Rampart recast when subbed is 6 minutes, a minute more then when mained. But duration remains the same. Not sure about Potency.

  14. #14
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    Not sure what stat Second Wind is based off of, but while I was fiddling around with it as a rank 7 CON I was healing for 158 HP o.O

  15. #15
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    Did you raise Mnd any? Or Vit perhaps(new-Chakra?) I haven't touched Piety or Int, but I've been raising Mnd, Vit, Dex and Str (Physical offense and both defense stats) myself.

  16. #16
    Bagel
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    Second Wind on R21 PUG according to the Pugilist thread in Standard: 270 HP
    Second Wind on R21 LNC, my testing: 216 HP

    80% efficacy, exactly. Rank appears to be the only modifier on Second Wind.

    Bloodbath on R21 LNC: 303 damage dealt, 181 HP restored; 272 damage dealt, 163 HP restored = heals ~60% of damage dealt

    No data to confirm the % on Marauder.

  17. #17
    aru
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    Can anyone comment on the effectiveness of the THM absorb spells when subbed to a DoW?

  18. #18

    Sweaty Dick Punching Enthusiast

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    Quote Originally Posted by aru View Post
    Can anyone comment on the effectiveness of the THM absorb spells when subbed to a DoW?
    It's impossible to tell what effect they have even when mained at the moment.. the character sheet doesn't update stats.

  19. #19
    Bagel
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    To be honest I think absorb spells are bugged... stacking Abs ATK+Def and ACC+EVA doesn't seem to change anything whatsoever even on blue/green mobs.
    So either buggy, or pathetically weak.

  20. #20
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    Quote Originally Posted by Malacite View Post
    Not sure what stat Second Wind is based off of, but while I was fiddling around with it as a rank 7 CON I was healing for 158 HP o.O
    It's based wholly on rank.

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