I'm sure this has been said, but I can't find it. How much do you get out of an Sea Obi with a SCH? One or two weather?
I'm sure this has been said, but I can't find it. How much do you get out of an Sea Obi with a SCH? One or two weather?
what do you mean? obis just invoke the full benefit of day/weather you are currently under. weather spells have been proven to be only 1 weather, so a standard 10%..Originally Posted by BRP
Okay, that's what I was asking.Originally Posted by Delekii
Now I can only hope SE lets SCH merit it up ;/.
the way i see it, there's 2 possibilities which i don't think i've seen tested.Originally Posted by Kohanacat
1.) ES will affect the duration. if so, this is a snooze to test. ES, count duration, then repeat future tests w/ ES producing a known duration.
2.) ES will not affect the duration. it this is the case, testing becomes harder, but still possible. it seems to me that the degenerate instance of this problem is easy to test first. that is to say, will it remove the last tick? while it may not have a consistent duration, i'm confident that it does have a maximum duration. repeat castings of helix (possibly fire helix w/ a bq ring on and such for increased accuracy) and chart them. this will not only help you find the maximum duration of helix, but the expected duration, the latter number is very valuable for calculations of expected damage from the helix. once a maximum duration is isolated, assume every helix will last that long. let's assume that the maximum duration is 5 ticks. if a helix wears off before then, just cast another and keep trying. once a helix passes 4 ticks and still remains, you know for a fact that the next tick is the last. punch the veritas then and see if the tick does 0 or double damage.
The other option is to just count the number of ticks a whole lot and make a distribution. From the other Helix thread it was looking like SCH can get odd quantity resists on it (like 15/16), so that might be the case for duration as well. Either way, if you took all the durations and figured out the time between ticks, we could just look at it and see what the average duration is.
I'm curious to see the effect of ES too.
Another question that hopefully will be answered as more SCHs hit 65: can mulitple SCHs use Modus Veritas on helices not cast by themselves to improve the effects?
yeah answered already i think in either this thread or otherOriginally Posted by Toth
Oh, there are actually 2 65+ SCHs on the same server who have tested that? Great! Time to look through the looooooong topic lolOriginally Posted by Seigfried Of Pandy
It was answered in the 6th post of this page, using a COR in Ballista to reset MV.Originally Posted by Toth
AND it was quoted and replied to like 8 posts above your question.. maybe read the page you post on before posting?Originally Posted by chesh
That wasn't my question. I asked if two SCHs can each use their Modus Veritas to influence a Helix, regardless of who casted it. For example, if I cast Noctohelix and used Modus Veritas and then another SCH used their own Modus Veritas, would my Helix's damage be further improved or would he/she's MV have no effect? The tests above were of a single SCH using MV and then having a COR reset their ability. Sorry if it wasn't that clear.
If this test is positive, 10 SCHs ,that has a person who can deal initial of 50 helix damage, can kill pretty much everything in this game within 10 seconds.Originally Posted by Toth
Cast initial damage -> everybody use his Modus Vertinas and the damage will become woops 100k damage.
Except that the ability also halves the remaining duration of the spell.
Except, the failure to read the rest of the posts makes your statement invalid. Sorry! :/Originally Posted by Havok
That would the funniest thing in the game to see:
"Roaming Bookburn slays massive dragon with one spell. Witness report raging storm sliced through foul worm in 5 seconds. WARs and DRKs missing and presumed scared!"
Seriously, anything beyond 4 MVs would end the effect before the next tick, and if it didn't, the tick after the last MV wouldn't occur. If every other tic-based spell and effect doesn't give you a freebie, why would this? A Helix's duration would have to be 200 seconds or more to get a 5th MV to work.
i was under the impression that you land a helix for (lets say 6 ticks) ... 1 MV would take it to 3 ticks... 2 MV would bring it to 1.5(rounded down to 1 probably).... 3 MV would bring it to 0.5. now it could either round down to 0 and cancel the effect, or it would hit the floor at 1 and do 1 remaining tick for however much its worth... i think this is what everyone is relying on, if it floors at 1 tick instead of canceling the helix, then we can get the numbers as high as we want: helix > everyone Mv at once> 1tick of insane dot.
but we still have to figure out if this is how it works
That's not how ANY other DOT effects work. :/
A spell effect is not a set number of tics, it's a set amount of time. An effect is only granted on a tic within the duration. If the effect has died before the next tic, then how are you getting...anything?
Meditate lag should have put this part of the discussion to an end. ;x
Lets not get over excited here - firstly, it's seriously doubtful that continuing to apply MV will continue to renew the spell to at least 1 extra tick, and secondly, if it does work that way, it will be the very first thing to be nerfed.
No other DoT spells have duration dynamically applied after application (aside from removal.)
We don't know the rules for this