Fuggin Win
Fuggin Win
Lol @ the 2 sunglasses.
Another guy with "Insurgency spike damage", link below. Unless the devs specifically tell us what causes this it'll probably never be figured out....but I'll still post any examples I find:
Insurgency - Killing Ifrit
You probably get the spike DMG the same way you stop AV's regen
Apologies if I'm pointing out something old, but I couldn't really see anything related in my scan.
http://img.photobucket.com/albums/v7...5atonement.jpg
Atonement is affected by Counterstance? I think I've hit rather high on Anders but I don't have a screen for that.
I noticed during that Orc BCNM that when the NM uses Orcish counterstance, he gains a magic DEF down briefly. It might be that orcish counterstance in general gives them magic DEF down instead of physical DEF down.
Are you sure it was Counterstance, or Berserker dance that gives haste, because I know for a fact that this lowers their mdef.
I have been testing KJ with my various axes as well and have also found seismic to win out over them. does anyone know how the latent dmg is figured in for the gaxe, whether it's +ftp and acc like a gorget or something else?
Also does anyone know if it stacks with WS gorget or if another neck should be worn when using seismic axe?
To re-iterate; Berserker's Dance definitely gives them Magic Defense Down (and Magic Evasion Down, best I can figure), I don't think Orcish Counterstance does. Especially considering the SS is of an Orc NM with access, again, to Berserker's Dance.
The Magic Evasion bit is taken from the fact Darkheir Graddhod is somewhat resistant to most enfeebles, but gravity, blind, and elegy land fairly reliably after the move goes off.
Has anyone tested Atonement in Ballista to see if enmity builds during conflict?
i was running around on smn/blu with earthstaff/chev cape/jelly ring/cacoon and got hit for 200ish when the pld came up on me(no flash or abilities prior to ws). it would be the worst ws in ballista if it worked off eminity alone. could give it a try in dio
Atonement acts really fruity on Ballista. Since theres not a pvp hate system, its damage seems based entirely on tp, to the point where martial sword is the best bet.
I tried using it single wielding joy, and was hitting 150 or so damage no matter what I did with 100ish tp. A jp was running around with martial/kclub spamming at 100 tp and doing 650.
Its basicly paladins best answer to the hit and run tactic if you can do martial/multihit. Run in, smash em once, and run away. Run in, get in a few swings, run away, run in, smash someone, run away, etc.
I just got out of a merit pt on Greater Colibri as WAR/SAM. Thought I'd try KJ out and see how it compared to RR. at first it didn't do too awesome. normal 3hits were around 7-800dmg and 5hit ones did 1100 dmg. after about an hour I started noticing a change though. normal 3hits did at least 1000 dmg and, while I didn't get any 5hits at this point, all 4 hits did around 1500dmg and one went as high as 1800ish.
Managed to get myself killed shortly after that, and once I unweakened I was back at doing 1100 dmg with a 5 hit and 7-800 with my 3hits. my 4hits did about 950~... The buffs were identical at all times, without food. only thing differing might've been having zerk or not (wasn't up at the 1800dmg one). Makes me think using the WS more makes it stronger, sortof like wyverns level up or something weird <_< anyone else experience something similar?
You know, I got the same impression with Insurgency awhile back. I thought maybe the longer you were in a zone or in a party or more you used it consecutively it got stronger. Then I figured probably not and didn't test further. But yeah, Insurgency seemed to do more damage later on then in the beginning.
that'd be easy enough to test, just use insurgency over the course of a merit party, and record each one, but i think if this was the case then it'd have stuck out before now, that's pretty obvious, but still might have missed it if someone was just looking at parser log.