Really sick of dying to a fortitude save spell on my barbarian, who has a +40 fotitude save.
(currently has no save, but description lists it as a fortitude save)
Reported this in game long ago. Please fix this.
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Really sick of dying to a fortitude save spell on my barbarian, who has a +40 fotitude save.
(currently has no save, but description lists it as a fortitude save)
Reported this in game long ago. Please fix this.
Fort save is just to skip first tick of the dot dmg from what I remember, but looks like they messed up the tool tip for this along several patchs because now like you say it does say a successful save negates. Older text use to say successful save negates initial dmg or something to that effect. I dont think they messed up the save, as 1d8 acid and fire is total **** if its a save spell, just the text for it was lost along the way.
It does 2d8 damage per level. That's more than disintegrate. Yes, it's DoT and that blows... but it's also something that can be cast on a red name for substantial damage over time if they lack immunities.
Nope. There was never a save. The description was bugged, they dont mess up desriptions later, they fix them as was noted in the release notes. Having it work as you described would make no sense at all, it hits like 20+ times, stoping 1 hit is useless.
And you get no save roll at all, not even vs the first hit.
And 1d8 is not 1d8 in ddo... You know that. Burning blood does over a 100 damage per tic with max enhance/item/feat, then it hits a ton of times as it lasts like 44 seconds, then with the maximum resist at 30, makes it pretty ******** for PvP as a caster can just hit anyone and then run away until there dead, with no save, no spell resist, no dodging, nothing possible to avoid it.
So whats the problem than did you get owned in PvP? just resist yourself in a quest and your are fine (heck i thi8nk my 10 point resist from the seal of earth covers the acid part of burning blood.
EDIT: didnt really read anything just got home from bar forgive if i a,m off topic
Theres a save you only avoid the first round of damage though, sorta pointless.
if you want to avoid in pvp just get house p resists they last a 1/2 hour
There was always a save just to avoid initial tick. I dont recall them ever changing Burning Blood to avoid all with a save in any WDA, if so plz quote it. As for a max, empower, extended, enhancements, and items with burning blood can only do over 30 dmg per tick of 1 element on a crit. And using that much sp points is a total waste for slightly over a 200 pts actually no crit. With FW being the same level which actually seems to last longer and can do like well over 2000 dmg under the same buffs, its a AoE, and no has no save so its a total waste to use Burning Blood if there was a save to avoid all.
The only thing I could find to this effect was "Module 4 Reaver's Bane: Final Release Notes"
- Fixed Burning Blood description to indicate that a save only occurs on application, not each round, as it previously stated.
This was just to clarify that each tick didnt have a save and just the first round did. Other then that I see no change to the spell. Sounds like they must have made a description change between then and now as well because it was always a save to avoid just the first round of dmg.
Burning Blood - In game description:
You taint a living creatures blood with a hot corrosive infusion, dealing both 1d8 points of acid and 1d8 points of fire per round per caster level. A successful Fortitude save negates this effect.
That reads very clearly to me, save and it doesn't work. Pretty cut and dry, no weird incorrect description - they fixed the description as listed in the release notes.
All I'm asking is for the spell to be fixed so it works per the description.
Just doesn't makes sense to me to try to argue against a bug fix.
You can debate the power of the spell or weather or not XXX is intended or whatever, but please make your own thread to do so. Constantly posting about a spell you haven't tested isn't really helpful.
Soul id imagine your a fire spec sorc like most.. So yea maybe burning blood doesn't do great damage for you, because well its an acid and fire spell, so you need lightning/acid spec. Anyways I don't make up my numbers they been tested many times. Yea its got a big range where it might do only 1dmg, but it can also do over 100 dmg non crit, ive had it happen many times. Its 50ish from the fire and 50ish from the acid. A resist 30 would drop thats to 20 per type, for 40 per tic, but that still freakin hurts as it hits every 2 seconds for up to 44 seconds. Thats 880 non crit dmg for 1 spell against someone who has the maximum possible resist versus it. If you think thats really not a good spell thats your opinion.
Crits? It can freakin do over 250 dmg per tic on crit! 125 + 125 fire/acid! thats 5500 dmg on a max crit. Use that against a fire weak boss? Its not that bad a spell as you think. (then consider the fact you can crit 18% of the time and the spells cooldown is 2.3 seconds - can basicly guarentee a critical in like less then 15 seconds.
Now yea those are max dmg and it does have a random range it seems but even so, a bit of luck and its dealing some ******** damage.
Regardless, like I said this thread is not to discuss the merits or balance of the spell, but merely to indicate a bug and request it fixed.
Again, for the third time. IT HAS NO SAVE. Not even on the initial hit. Nothing is shown in the combat log, there are no rolls, and scrolls land on CR 24 mobs 100% of the time imediately with no initial delay.
So please, if you want to continue to post and say theres a save, go test it first.
I think someone is peeved they got PwNed :D .
Im not debating that the spell is bugged on spell side as much as im saying that the description is now wrong at some point. And Im not a fire spec anymore, but a max lightning/acid secondary fire(been doing experimenting). And no it doesnt not reach that near 100 noncrit, Ive tested it thoroughly in PvP and PvE. It does not reach the number youve said unless youve crit or MULTICRIT.
I do admit to never asking those a cast it on if they did get a initial save though. (EDIT Tested on guildy and they said there was no save, so you are right about the spell having no save at all atm)
based on 1d8 noncrit
max: 8 * [1(base) + .5(empower) + 1(max)] * [1(base) + .5(item) + .4(enhancemnt)] = 38 per ele tick.
ave: 4.5 * [1(base) + .5(empower) + 1(max)] * [1(base) + .5(item) + .4(enhancemnt)] = 21.375 per tick
min: 1 * [1(base) + .5(empower) + 1(max)] * [1(base) + .5(item) + .4(enhancemnt)] = 4.75 per ele tick.
So reaching 100 without crit is impossible unless your special and now im jealous.
But on a crit it does get crazy like Any Spell
8 * [1(base) + .5(empower) + 1(max)] * [1(base) + .5(item) + .4(enhancemnt)] * [1.5(base spell crit) + .75(Deadly ElementsIII) + .5(SupLore item) + { assuming debate of multi lores stack for multiplier .5(Second SupLore item) + .25(blue dragon robe)] =
Max: 38 * 2.75{or 3.5} = 104.5{or 133}
Ave: 21.375 * 2.75{or 3.5} = 58.78125{or 74.8125}
Min 4.75 * 2.75{or 3.5} = 13.0625{or 16.625}
From Complete Arcane...
Wanna know what I would do?Quote:
BURNING BLOOD
Necromancy
Level: Sorcerer/wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature; see text
Duration: 1 round/level (D)
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes
You taint a living creature’s blood with a hot, corrosive infusion, dealing 1d8 points of acid damage and 1d8 points of fire damage per round. The subject can attempt a Fortitude save each round to negate the damage, but a successful save does not prevent damage in future rounds. Searing pain limits the subject to a single move action in any round when it fails its Fortitude save.
Burning blood does not affect creatures of the construct, elemental, ooze, plant, or undead types.
Material Component: A drop of blood and a pinch of saltpeter.
(If you don't have sigs on, you won't get it.)
So with a 40+ Fort you should be able to 'save' against the damage at least most of the time? But, this not the case.. :)
I know, why dont we give all melee types blanket spell immunities in the pvp pits, that way they can be total "Haxxor Pwn you" little casters.