View Full Version : Improved scorched on Tiefling bugged?
joenic2
03-30-2019, 12:40 PM
I am not sure if I understand this enhancement for Tiefling but it says in the description "Enemies affected by your Scorch spell increase Fire damage that they take by 5%. When cast on a creature that is immune to Fire, it makes them vulnerable to that element for a short period of time." So does making them vulnerable make them take damage afterwards because when I hit them with fire it still says immune and no damage? Is this a bug or am I not understanding the enhancement?
Cocomajobo
03-30-2019, 02:40 PM
I am not sure if I understand this enhancement for Tiefling but it says in the description "Enemies affected by your Scorch spell increase Fire damage that they take by 5%. When cast on a creature that is immune to Fire, it makes them vulnerable to that element for a short period of time." So does making them vulnerable make them take damage afterwards because when I hit them with fire it still says immune and no damage? Is this a bug or am I not understanding the enhancement?
Improved Scorch places a debuff on Fire Immune enemies that causes followup fire attacks to bypass their immunity. It either works like a simple dps spell against non-fire immune enemies or as the primer in a double fire combo (with any fire attack) against normally fire immune enemies.
OrodelaSol
03-30-2019, 02:59 PM
Improved Scorch places a debuff on Fire Immune enemies that causes followup fire attacks to bypass their immunity. It either works like a simple dps spell against non-fire immune enemies or as the primer in a double fire combo (with any fire attack) against normally fire immune enemies.
This is not WAI then, i was in catacombs r1 n champ Thaarak hound continued to be immune after i cast sla scorch, sla burning hands, burning hands, repeat. only took damage from acid spray. said immune through entire fight.
OrodelaSol
03-30-2019, 03:03 PM
Also, conflagration only procs when i damage mobs or interacts with breakables. havent played fire sorc in forever so that could be the way it has always been idk...
Cocomajobo
03-30-2019, 03:09 PM
Interesting! I’ll take a look on monday when rounding up U41.4 bug reports.
It’s also possible that I have just misremembered how it’s supposed to work while on my phone in line at Pax East. =P
trevitt
03-30-2019, 03:46 PM
While your checking new content stuff can you please check fire rate of duel wield xbox. I tested them on the training dummy on ship against a repeating xbox in 10 second bursts. Duel wield fires 9 times = 18 bolts while the repeater fires 8 times with half a second left = 24 bolts.
Is this WAI. If so then fair enough will stick to my repeaters for arti and mech but just want to know thanks.
trevitt
03-30-2019, 03:51 PM
While your checking new content stuff can you please check fire rate of duel wield xbox. I tested them on the training dummy on ship against a repeating xbox in 10 second bursts. Duel wield fires 9 times = 18 bolts while the repeater fires 8 times with half a second left = 24 bolts.
Is this WAI. If so then fair enough will stick to my repeaters for arti and mech but just want to know thanks.
This is with the rapid reload feat taken and I am level 6 tiefling rogue. Should have mentioned this in the previous post duh lol.
Memnir
03-30-2019, 04:09 PM
while on my phone in line at Pax East. =PHave fun! :)
This is with the rapid reload feat taken and I am level 6 tiefling rogue. Should have mentioned this in the previous post duh lol.
I think that it's not supposed to be faster or as fast as repeaters. It really is, if I'm understanding correctly, making ranged more accessible to classes that typically lack range. My cleric is having quite a bit of fun with that at level seven. It's not as good as AA, mechanic, or artificer, though I do think mechanic can use the tree synergistically, but it does pack a decent enough punch and shot wound is a nice fire and forget.
SpardaX
04-01-2019, 07:59 PM
While your checking new content stuff can you please check fire rate of duel wield xbox. I tested them on the training dummy on ship against a repeating xbox in 10 second bursts. Duel wield fires 9 times = 18 bolts while the repeater fires 8 times with half a second left = 24 bolts.
Is this WAI. If so then fair enough will stick to my repeaters for arti and mech but just want to know thanks.
I'm not sure what you're asking here?
Dual XBows fire 2 shots for every shot.
Repeating XBows fire 3 shots for every shot.
That's how its supposed to be yes. You cant fire 3 shots out of 2 regular crossbows.
The trick is, as you've mentioned, because it isn't 1 crossbow firing 2 bolts, but 2 crossbows firing 1 bolt each, the Dual Crossbows are going to shoot slightly faster than a repeater, AND (at least assuming they've kept it from Lamannia), both crossbows each use your full doubleshot stat. I've heard it said, that repeating crossbows only use 1/3 of your doubleshot stat.
Please correct me if I am wrong in this regard, or it was changed since Lam.
Steelstar
04-01-2019, 08:21 PM
I'm not sure what you're asking here?
Dual XBows fire 2 shots for every shot.
Repeating XBows fire 3 shots for every shot.
That's how its supposed to be yes. You cant fire 3 shots out of 2 regular crossbows.
The trick is, as you've mentioned, because it isn't 1 crossbow firing 2 bolts, but 2 crossbows firing 1 bolt each, the Dual Crossbows are going to shoot slightly faster than a repeater, AND (at least assuming they've kept it from Lamannia), both crossbows each use your full doubleshot stat. I've heard it said, that repeating crossbows only use 1/3 of your doubleshot stat.
Please correct me if I am wrong in this regard, or it was changed since Lam.
This block is correct. Dual Crossbow shoots 2 bolts in the time a Repeater takes to shoot 3, but benefits from 100% of your Doubleshot on each shot (Repeaters use 33% on each shot). That, combined with the other benefits in Inquisitive that apply to Light/Heavy non-repeaters, should keep Dual Crossbow fairly competitive.
Cantor
04-02-2019, 07:50 AM
This block is correct. Dual Crossbow shoots 2 bolts in the time a Repeater takes to shoot 3, but benefits from 100% of your Doubleshot on each shot (Repeaters use 33% on each shot). That, combined with the other benefits in Inquisitive that apply to Light/Heavy non-repeaters, should keep Dual Crossbow fairly competitive.
I'm finding it competitive once you get a lot of AP and feats behind it.
Early on a repeater is just better. Dual is plain terrible before you have rapid reload. Once you have a lot of damage from law-on-side and get some ranged power stacked up it's nice.
The full doubleshot should make a big difference at cap, but means nothing low level. Gxbow probably still best xbow option at cap though due to named options and mech tree.
Dual tree is nice for a heroic run though, the mech gets its crit mods so late. And, as far as I can tell, it doesn't suffer the same delay as fusilade.
Steelstar
04-02-2019, 08:48 AM
I'm finding it competitive once you get a lot of AP and feats behind it.
Early on a repeater is just better. Dual is plain terrible before you have rapid reload. Once you have a lot of damage from law-on-side and get some ranged power stacked up it's nice.
The full doubleshot should make a big difference at cap, but means nothing low level. Gxbow probably still best xbow option at cap though due to named options and mech tree.
Dual tree is nice for a heroic run though, the mech gets its crit mods so late. And, as far as I can tell, it doesn't suffer the same delay as fusilade.
Assuming you've got Repeater proficiency at the low levels, that would make sense, yes.
Deathmaster35
04-03-2019, 11:06 AM
I'm finding it competitive once you get a lot of AP and feats behind it.
Early on a repeater is just better. Dual is plain terrible before you have rapid reload. Once you have a lot of damage from law-on-side and get some ranged power stacked up it's nice.
The full doubleshot should make a big difference at cap, but means nothing low level. Gxbow probably still best xbow option at cap though due to named options and mech tree.
Dual tree is nice for a heroic run though, the mech gets its crit mods so late. And, as far as I can tell, it doesn't suffer the same delay as fusilade.
I am in low epics and the dual crossbows is doing very high damage using a Thunderforged heavy crossbow. I have the 5th tier of mechanic and the capstone from Inquisitive and it works very well, I was using great crossbow before that and my damage shot up dramatically with the new tree, the additional crit on the great crossbows and higher base damage doesnt make up for the loss of the second shot and the law on your side damage
I feel that the damage output is a bit overpowered and am fully enjoying it while it is like this. It may just be an overpowered combo to mix it with Mechanic 5th tier with the 30% alacrity the 2 extra weapon dice, the extra damage, extra doubleshot.
Really not seeing how a great crossbow could get better than this at 30.
Cantor
04-03-2019, 12:00 PM
I am in low epics and the dual crossbows is doing very high damage using a Thunderforged heavy crossbow. I have the 5th tier of mechanic and the capstone from Inquisitive and it works very well, I was using great crossbow before that and my damage shot up dramatically with the new tree, the additional crit on the great crossbows and higher base damage doesnt make up for the loss of the second shot and the law on your side damage
I feel that the damage output is a bit overpowered and am fully enjoying it while it is like this. It may just be an overpowered combo to mix it with Mechanic 5th tier with the 30% alacrity the 2 extra weapon dice, the extra damage, extra doubleshot.
Really not seeing how a great crossbow could get better than this at 30.
I'm guessing you are losing a lot by doing t5 mech instead of inqu. Inqu still gets 30 alacrity and 10 rp. You are giving up fusilade and the auto diplo procs (basically 25 fort bypass and 10prr/mrr/ac) for 10 ds and 2 dice, assuming you have decent deadly/stats/etc the dice are not that big a deal.
On gxbow vs dual, I have a feeling gxbow will pull ahead at cap as law becomes less % of total damage.
Deathmaster35
04-04-2019, 08:47 PM
I'm guessing you are losing a lot by doing t5 mech instead of inqu. Inqu still gets 30 alacrity and 10 rp. You are giving up fusilade and the auto diplo procs (basically 25 fort bypass and 10prr/mrr/ac) for 10 ds and 2 dice, assuming you have decent deadly/stats/etc the dice are not that big a deal.
On gxbow vs dual, I have a feeling gxbow will pull ahead at cap as law becomes less % of total damage.
bah, that will teach me to skim abilities! I missed the secondary effects of No Holds Barred and Inquisitor's Path. So the only things I am getting from tier 5 mechanic are 2 extra weapon dice, 4 extra sneak attack dice and +6 damage at the loss of the chance for the auto diplomacy check and endless fusillade. That makes it much less clear as to which is the best option. Sustained damage would go down but the huge increase to burst damage is probably better offerall. Not to mention it would free up points to spend into harper for more damage and power
Thanks a ton for pointing that out to me!
time to spend a ton of plat resetting my trees again
Cantor
04-05-2019, 07:44 AM
bah, that will teach me to skim abilities! I missed the secondary effects of No Holds Barred and Inquisitor's Path. So the only things I am getting from tier 5 mechanic are 2 extra weapon dice, 4 extra sneak attack dice and +6 damage at the loss of the chance for the auto diplomacy check and endless fusillade. That makes it much less clear as to which is the best option. Sustained damage would go down but the huge increase to burst damage is probably better offerall. Not to mention it would free up points to spend into harper for more damage and power
Thanks a ton for pointing that out to me!
time to spend a ton of plat resetting my trees again
Ha, I didn't even notice the passive on no-holds-barred, that makes it even better.
I was on a rogue staff life when it came out and respecced from my plan... and took 4 arti. You only need 8 in harper for kta, you can get the int to damage in mech core. I think it's still worth hitting the mech crossbow specs for the damage and sneak die. The arti levels gave 2 feats (free reload, and level 4 choice) as well as spell cast int to hit for use until you go harper for kta and summon bolts to save a meager 1 ap in inqu. I believe I ended up with 41 inqui (for the capstone, 35 got me everything useful at level 12), 8 harper (kta), 26 mech (4th core, sharpshooter, fletching), 3 in TA for runspeed.... and dribbled left over points somewhere. I tried falconry for sprint boost, but the shared AB cooldown interfered with no holds barred. I played around with whether wand and scroll fit better in mech or inqu. I think I had it in mech until I had to pump AP spent in inqu to get the capstone.
The extra arti feats worked for me, took me from just enough feats in heroic to get the bare minimum, to letting me take completionist.
edit: oh and the rune arm opens up an extra slot to fit in mists set.
Deathmaster35
04-05-2019, 10:08 AM
Ha, I didn't even notice the passive on no-holds-barred, that makes it even better.
I was on a rogue staff life when it came out and respecced from my plan... and took 4 arti. You only need 8 in harper for kta, you can get the int to damage in mech core. I think it's still worth hitting the mech crossbow specs for the damage and sneak die. The arti levels gave 2 feats (free reload, and level 4 choice) as well as spell cast int to hit for use until you go harper for kta and summon bolts to save a meager 1 ap in inqu. I believe I ended up with 41 inqui (for the capstone, 35 got me everything useful at level 12), 8 harper (kta), 26 mech (4th core, sharpshooter, fletching), 3 in TA for runspeed.... and dribbled left over points somewhere. I tried falconry for sprint boost, but the shared AB cooldown interfered with no holds barred. I played around with whether wand and scroll fit better in mech or inqu. I think I had it in mech until I had to pump AP spent in inqu to get the capstone.
The extra arti feats worked for me, took me from just enough feats in heroic to get the bare minimum, to letting me take completionist.
edit: oh and the rune arm opens up an extra slot to fit in mists set.
Wow, we are playing almost the exact same character. Just a slight change in where points are spent. I have the 3 in TA, I only put 5 into Harper, put one into renegade Mastermind for the 10hp and then 2 into dwarf for extra hps and con(I have bonus racial AP from reincarnation) 41 inq and rest into mechanic. I wish I hadn't gotten the tier 4 bonus int from the mechanic tree as those two point would have been better off elsewhere, but the impact is so small it isn't worth spending the plat to reset the tree again.
Does anyone know what the DC is based on for the Scorch Tiefling SLA? I'm guessing it's something like 10 + character level and (one of Charisma or Intelligence Modifier) / I'm planning on going Tiefling EK and trying to determine if this SLA will work better with Sorceror or Wizard. Thanks
Ash: You can cast the spell Scorch as a Spell Like Ability, with its Caster Level based on your Character Level. Subsequent ranks in this ability reduce the cooldown and Spell Point cost. Activation cost: 8/6/4 Spell Points. Cooldown: 20/15/10 seconds. Shares cooldown with Fire Savant's Scorch SLA.
boredGamer
04-06-2019, 09:50 AM
Does anyone know what the DC is based on for the Scorch Tiefling SLA? I'm guessing it's something like 10 + character level and (one of Charisma or Intelligence Modifier) / I'm planning on going Tiefling EK and trying to determine if this SLA will work better with Sorceror or Wizard. Thanks
Ash: You can cast the spell Scorch as a Spell Like Ability, with its Caster Level based on your Character Level. Subsequent ranks in this ability reduce the cooldown and Spell Point cost. Activation cost: 8/6/4 Spell Points. Cooldown: 20/15/10 seconds. Shares cooldown with Fire Savant's Scorch SLA.
Here's what I know. It also shares fire immunity debuff with scorch sla - so if you go sorc tief 1-20 you can literally just burn everything down. Been some of the easiest heroic lives I've done. Especially if you have a good amount of racial points.
Haven't worried much on save. Mostly fine and OP.
liston33
06-30-2019, 06:27 AM
Ash sla and Scorch sla are sharing cool downs. I noticed that when i use the Ash sla from the Tiefling tree, both Ash sla and Scorch sla go on a 10 sec cool down. When i use Scorch sla both Scorch and Ash sla goes on 5 sec cool down.. Is this working as intended that both are sharing the cool down timer?
Des0xyn
12-28-2019, 12:37 AM
Hey all,
Necro on an older thread.
@Cocomajobo
Currently on a tiefling wizard life, and noticed that some red named bosses were still not taking any fire damage when improved scorched (ash) sla or basic scorch spell is used on them.
Most recently example would be kaboom at the end of undermine.
I examined kaboom's status during the fight, and it seems like the scorch debuff never appears on his status bar.
Is this a thing with red named bosses?
Seems to be working fine with all other non-red named bosses.
Sythe777
12-28-2019, 12:47 AM
Hey all,
Necro on an older thread.
@Cocomajobo
Currently on a tiefling wizard life, and noticed that some red named bosses were still not taking any fire damage when improved scorched (ash) sla or basic scorch spell is used on them.
Most recently example would be kaboom at the end of undermine.
I examined kaboom's status during the fight, and it seems like the scorch debuff never appears on his status bar.
Is this a thing with red named bosses?
Seems to be working fine with all other non-red named bosses.
Haven't had any issues with any red named boss other than Kaboom. Seems like he's just bugged and you can't actually hit him with any fire spells. I put a bug report in when I found out way back in August and I suggest you do the same.
What other bosses were you unable to hit with scorch? I notice that sometimes with quicken it doesn't work if you're casting it between spells.
Des0xyn
12-28-2019, 01:03 AM
I had another try with undermine.
Just battling kaboom at the start in the tunnels (before he ran off)
This is heroic undermine (Lvl 13), done on Elite.
I think the reason is Kaboom isn't coded as being fire immune.
You can apply the 20sec debuff to let him take more fire damage, but not the 5-6 sec debuff that removes the immunity to fire damage.
I checked combat logs too:
(Combat): You hit Kaboom but did no damage; 82 points of damage were blocked by energy resistance.
(Combat): You hit Kaboom for 11 points of bludgeon damage after 12 were blocked by Epic damage reduction.
I was an EK with fire spellsword (310 spell power), had the Barovian wraps on too (Fiery 3), so should be able to deal fire damage in addition to spells.
But yeah, no fire damage to Kaboom.
-------------
I have noticed this issue before in this life, but didn't think too much of it earlier, thought it was because my scorch didn't land (due graphic discrepancies).
Will notice if I come across more cases in this life.
Powered by vBulletin® Version 4.2.3 Copyright © 2025 vBulletin Solutions, Inc. All rights reserved.