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  1. #1
    Community Member Seliana's Avatar
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    Default Some preliminary divine spell testing

    These findings were with Superior Potency VI, using Maximize and Empower, fully specced into the Smiting line including all critical enhancements, on a level 20 Favored Soul with AoV II.

    Shield of Condemnation: Starts about a 15 second timer which can be viewed by examining the target and mousing over the debuff icon. While this did seem to function I was unable to get it to stack even while trash repeatedly attacked me. The duration just continued to decrease to 0:00 while being actively hit. Possible bug... More testing is certainly needed with this. It would be nice to have a visual indicator over a targets head when its affected by the shield, or perhaps a color modified HP bar on the target.

    Archon: This felt very much like a small predator style shoulder cannon, It wont attack something unless you attack it first, guard effects and pets didn't seem to trigger it from what I could tell but it might warrant more testing. It began shooting once I started stabbing the frost giants with my eSoS. Archon dealt about 32 damage on average, and around 75 on a critical, little to no variance in damage but again this was limited testing. Unknown if enhancements, maximize, empower, or potency affects it at all as 32 damage is the average for the base effect of 1d3x20. Correctly fires every 2 seconds.

    Aura of Menace: They take what looks like a dark fog type graphic effect for a second when entering your aura but no other visual indication after that point, Appears to be working as described but unable to test specific effects on it as I am a melee based Favored soul. Two icons were visible on examination window of enemies as debuffs, one mentioning -spell resist, and the other the mentioning -saves.

    Divine Punishment: Expensive but powerful single target dot. About 65 sp per cast with Maximize and Empower on, Cant be extended but could be quickened, lasts 16 seconds or so, and you can refresh it after 10 seconds which starts the duration over again and adds 1 stack. Stacks work correctly and add 100% more spell damage each time with for maximum of 3 stacks. It felt like using a light-damage based Melfs Acid Arrow that could stack with itself if cast repeatedly and I believe I saw a special beam of light hit the target from the sky on the 3rd stack but I could be mistaken.

    65 sp every 15 seconds is about 260 sp a minute to keep it running so seems to give favored souls the option of being dps instead of healing on raid bosses. Around 330 non-crit light damage at 3rd stack. No save for half damage as it hits for full damage every time like other dot spells. Cost a considerable amount of AP to spec for and ended up having to sacrifice AP elsewhere to max out the smiting line. I imagine that it becomes decent sp per damage efficient if the shield was debuffing light vulnerability to 100% and you mixed it with a searing light capstone. It would also be nice to have a visual indicator over a targets head when the spell is about to wear off as a reminder.

    Blade Barrier: This is getting around 30% more damage then before with AoV II, Basically instant cast spell with Quicken on. Animation for it seems to be changed. 30 seconds duration as extend doesn't apply. Otherwise works as you would expect.

    Leave any questions or specific tests you would like done below in the comments please.
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  2. #2
    Community Member Kinerd's Avatar
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    Very nice.

    Have you played around with Crown of Retribution at all? The release notes say 1d8 + 1, which seems kind of odd compared to 1d8 + 1 per level or something.

    It appears from your observations that the double/triple damage on Divine Punishment multiplies directly with (1 + Max + Empower) * (1 + Potency + Smiting), which is pretty delicious. Was it damage every 2 seconds?

    By my count, with Greater Arcane Lore you're looking at 212.7 DPS before Shield vulnerabilities, which is outstanding for something you only have to do every 15 seconds.

  3. #3
    Community Member LookingForABentoBox's Avatar
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    Quote Originally Posted by Seliana View Post
    Shield of Condemnation: Starts about a 15 second timer which can be viewed by examining the target and mousing over the debuff icon. While this did seem to function I was unable to get it to stack even while trash repeatedly attacked me. The duration just continued to decrease to 0:00 while being actively hit. Possible bug... More testing is certainly needed with this. It would be nice to have a visual indicator over a targets head when its affected by the shield, or perhaps a color modified HP bar on the target.

    Leave any questions or specific tests you would like done below in the comments please.
    Could it be that the proc rate is just so low that it didn't have a chance to stack? How immediate was the next debuff after one debuff ran out?
    Argonnessen mains: Pinku, Ohtaku

  4. #4
    Community Member HarveyMilk's Avatar
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    My guess is the guard had a higher proc rate, and then dropped it a bunch after reading the forum whine.

    Now it's obviously too low.

  5. #5
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    Quote Originally Posted by Seliana View Post
    These findings were with Superior Potency VI, using Maximize and Empower, fully specced into the Smiting line including all critical enhancements, on a level 20 Favored Soul with AoV II.

    Shield of Condemnation: Starts about a 15 second timer which can be viewed by examining the target and mousing over the debuff icon. While this did seem to function I was unable to get it to stack even while trash repeatedly attacked me. The duration just continued to decrease to 0:00 while being actively hit. Possible bug... More testing is certainly needed with this. It would be nice to have a visual indicator over a targets head when its affected by the shield, or perhaps a color modified HP bar on the target.

    Archon: This felt very much like a small predator style shoulder cannon, It wont attack something unless you attack it first, guard effects and pets didn't seem to trigger it from what I could tell but it might warrant more testing. It began shooting once I started stabbing the frost giants with my eSoS. Archon dealt about 32 damage on average, and around 75 on a critical, little to no variance in damage but again this was limited testing. Unknown if enhancements, maximize, empower, or potency affects it at all as 32 damage is the average for the base effect of 1d3x20. Correctly fires every 2 seconds.
    In regards to Shield of condemnation,
    I was able to stack two debuffs on a single enemy, but the timer did not reset, and when the timer ended, the entire stack was gone. Seems this needs to be looked at if it is to have any use at all in game.

    Archon,
    Release notes state that enhancements affect the damage, i can confirm this. Having all 4 smiting enhancements (+40% damage) resulted in approximately 43-45 damage every 2 seconds, and a range of 110-115 on crits. It is not affected by potency or metamagics

  6. #6
    Community Member nicro's Avatar
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    Was the smiting line changed to affect untyped and physical damage spells or does it only still work on light and alignment?

  7. #7
    Community Member Shade's Avatar
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    Quote Originally Posted by Kinerd View Post
    It appears from your observations that the double/triple damage on Divine Punishment multiplies directly with (1 + Max + Empower) * (1 + Potency + Smiting), which is pretty delicious. Was it damage every 2 seconds?

    By my count, with Greater Arcane Lore you're looking at 212.7 DPS before Shield vulnerabilities, which is outstanding for something you only have to do every 15 seconds.
    Yea it's fairly powerful.

    Has issues tho like everything in this game:

    1. There's no initial tic. Full 2 seconds after each cast before anything occurs.
    2. Lack of superior brilliance 5+ clickies.

    But yea, that + archon going nuts + free searing light.. pretty sick dps. Can add in some regular searing lights to the rotation too, and its sustainable for a bit at least.. Especially for shorter boss fights like shroud part4, where you could easily be the highest dps in the group doing that.

    Plus if/when the Shield of Condemnation is fixed.. thats even more dps, and more dps for the group.

    Compared ot the sorc pre.. It's rather bad ass.

  8. #8
    Community Member Trillea's Avatar
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    Quote Originally Posted by Shade View Post
    Yea it's fairly powerful.

    Has issues tho like everything in this game:

    1. There's no initial tic. Full 2 seconds after each cast before anything occurs.
    2. Lack of superior brilliance 5+ clickies.

    But yea, that + archon going nuts + free searing light.. pretty sick dps. Can add in some regular searing lights to the rotation too, and its sustainable for a bit at least.. Especially for shorter boss fights like shroud part4, where you could easily be the highest dps in the group doing that.

    Plus if/when the Shield of Condemnation is fixed.. thats even more dps, and more dps for the group.

    Compared ot the sorc pre.. It's rather bad ass.
    Before you can START comparing it to the sorc PrE let's wait for them to fix it..
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  9. #9
    Community Member Shade's Avatar
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    Quote Originally Posted by Trillea View Post
    Before you can START comparing it to the sorc PrE let's wait for them to fix it..
    no thanks.

    I've been waiting for them to fix some bugs for 6 years now.

    I'm not about to wait for this. Whatever we see now, may indeed be exactl what goes to live, I wouldn't put it past them. Especially if aprils still the target.

    I'll compare what we have now. I can always change my opinion if the game changes.

  10. #10
    Community Member Trillea's Avatar
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    Quote Originally Posted by Shade View Post
    no thanks.

    I've been waiting for them to fix some bugs for 6 years now.

    I'm not about to wait for this. Whatever we see now, may indeed be exactl what goes to live, I wouldn't put it past them. Especially if aprils still the target.

    I'll compare what we have now. I can always change my opinion if the game changes.
    OK fair enough. So how in the heck can you say that the AoV is more damage than the sorc prestige class with the sorc prestige class curses causing 130,000 points of damage with a single polar ray?
    Quote Originally Posted by Philam View Post
    I nominate you as head developer of DDO!
    Quote Originally Posted by FlimsyFirewood View Post
    That tears it. I need to get a donkey.
    Concentrated power is the enemy of liberty - Ronald Reagan

  11. #11
    Community Member Shade's Avatar
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    Quote Originally Posted by Trillea View Post
    OK fair enough. So how in the heck can you say that the AoV is more damage than the sorc prestige class with the sorc prestige class curses causing 130,000 points of damage with a single polar ray?
    Cuz it takes a good 100+ seconds to prepare the debuff needed for that damage.

    And that damage is actaully 13,000 vs a normal monster (crystals take 10x dmg)

    The stackable debuff willl be great for bosses. But for trash? nah.. Too slow. waste of sp if anything.

    FvS angel of vengence pwns trash. Sorc will too, but sorc always did.. this is kind of a new thing for FvS, and thus more impressive.

    Tho since Eladrin specificly mentioned thats not working as intended, I'd probably say its a safe bet it gets nerfed before it goes live. Turbines pro at getting out the nerfs before live, not so much teh bug fixes.

  12. #12
    Community Member Seliana's Avatar
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    Quote Originally Posted by Trillea View Post
    OK fair enough. So how in the heck can you say that the AoV is more damage than the sorc prestige class with the sorc prestige class curses causing 130,000 points of damage with a single polar ray?
    Because that number is being multiplied by 5.75 due to a misplaced decimal point in the code. Its also being multiplied because the target is a special type of crystal that always explodes for 10 times extra damage in that particular quest, it was additionally multiplied for being made helpless, as well as the number is also multiplied by a critical.

    You can see the base of that issue here where the Dev's confirmed this was not intended.

    Correct polar ray damage using an Epic Abishai Set/Epic Staff of Arcane Power on a lvl20 Water Savant III w/Telvi clicky to get a level 28 polar ray with an 18% crit rate should be similar to the following once the vulnerability debuff is fixed:

    Assuming the damage formula is Base * Metamagics * Enhancements * Critical * (Status: Held + Vulnerable)

    (Base*(Maximize 100% + Empower 50% + 1))*(Damage Amplification 50% + Sorc Capstone 20% + Elemental Potency Clicky 75% + 1)*(Critical Multiplier 125% + Major Lore Item 50% + 1)*(Held Modifier 50% + Vulnerability 75% + 1)

    Base: 28d3+84 = 126 average

    126 x 2.5 x 2.45 x 1.00 x 1.00 = 771 base average polar ray
    126 x 2.5 x 2.45 x 1.00 x 1.50 = 1156 base average polar ray when helpless
    126 x 2.5 x 2.45 x 2.75 x 1.00 = 2120 base average polar ray when critical
    126 x 2.5 x 2.45 x 2.75 x 1.50 = 3180 base average polar ray when helpless + critical
    126 x 2.5 x 2.45 x 1.00 x 1.75 = 1349 base average polar ray when vulnerable
    126 x 2.5 x 2.45 x 1.00 x 2.25 = 2023 base average polar ray when vulnerable + helpless
    126 x 2.5 x 2.45 x 2.75 x 1.75 = 3710 base average polar ray when vulnerable + critical
    126 x 2.5 x 2.45 x 2.75 x 2.25 = 5565 base average polar ray when vulnerable + helpless + critical
    (The last number will be mostly for screen shots, average players wont sit for a full minute per mob to debuff it down all the way and then hold it just to hit this hard, and helpless doesn't work on named bosses anyway)

    Using the calculations above those numbers players should expect to see the following:

    Average Damage factoring criticals and skipping helpless debuff against standard epic trash: 1152 polar ray
    Average Damage factoring criticals and using the helpless debuff against standard epic trash: 1728 polar ray
    Average Damage factoring criticals and using the vulnerability debuff against epic bosses: 2016 polar ray
    Daydream - the Pwnage of Cannith

    Quote Originally Posted by Barazon View Post
    What about lava and deep lava? By your logic, rogues should get a reflex save for swimming in it, as long as they keeps moving!

  13. #13
    Community Member Trillea's Avatar
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    28d3 averages out to 56, so your base damage would be 56+84, or 140. Not to mention that you forgot about eardweller, which is another 25% bonus damage above the telvi clicky, making the 3rd number in your calculation 2.7 instead of 2.45.

    So we actually have:

    140 x 2.5 x 2.7 x 1.00 x 1.00 = 945 base average polar ray
    140 x 2.5 x 2.7 x 1.00 x 1.50 = 1417 base average polar ray when helpless
    140 x 2.5 x 2.7 x 2.75 x 1.00 = 2598 base average polar ray when critical
    140 x 2.5 x 2.7 x 2.75 x 1.50 = 3898 base average polar ray when helpless + critical
    140 x 2.5 x 2.7 x 1.00 x 1.75 = 1653 base average polar ray when vulnerable
    140 x 2.5 x 2.7 x 1.00 x 2.25 = 2126 base average polar ray when vulnerable + helpless
    140 x 2.5 x 2.7 x 2.75 x 1.75 = 4547 base average polar ray when vulnerable + critical
    140 x 2.5 x 2.7 x 2.75 x 2.25 = 5847 base average polar ray when vulnerable + helpless + critical
    Quote Originally Posted by Philam View Post
    I nominate you as head developer of DDO!
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  14. #14
    Community Member Trillea's Avatar
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    And BTW I know that the multipliers were not intended as current, but I was going along with Shade's assumption that nothing was going to be changed. As it is *right now* sorcs would completely eclipse EVERYONE in the DPS department, with their DPS going up exponentially as the are fighting monsters with more HP.

    That was my main point.
    Quote Originally Posted by Philam View Post
    I nominate you as head developer of DDO!
    Quote Originally Posted by FlimsyFirewood View Post
    That tears it. I need to get a donkey.
    Concentrated power is the enemy of liberty - Ronald Reagan

  15. #15
    Community Member Jaid314's Avatar
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    Quote Originally Posted by Seliana View Post
    Assuming the damage formula is Base * Metamagics * Enhancements * Critical * (Status: Held + Vulnerable)

    (Base*(Maximize 100% + Empower 50% + 1))*(Damage Amplification 50% + Sorc Capstone 20% + Elemental Potency Clicky 75% + 1)*(Critical Multiplier 125% + Major Lore Item 50% + 1)*(Held Modifier 50% + Vulnerability 75% + 1)


    do we have anything that confirms how helpless + vulnerable interact in that formula? (or, well, strongly suggests, at any rate, since i doubt the devs would give us the formula per se)

  16. #16
    Community Member Nick_RC's Avatar
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    Quote Originally Posted by Shade View Post
    Yea it's fairly powerful.
    Especially for shorter boss fights like shroud part4, where you could easily be the highest dps in the group doing that.

    It's rather bad ass.
    *Cough* My battlecleric/FVS sounds idea sounds pretty darn good for groan now! Probably the route il go if this doesnt change will make groan a 20WF FVS, wisdom based str secondary (all my melee PL's will make up for not taking lvl ups in str) Offensive casting ESOS toting juggernaut! The searing light capstone pales in comparison to what a FVS can do in melee dmg. But ESOS + archon + ticks = win and a nice boost for Battlecleric types.

    N
    GROAN-1 (Melee/Casting Horc FVS)

  17. #17
    Community Member andreascott89's Avatar
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    Any confirmation that Divine Punishment stacks across players?

    J

  18. #18
    Founder Matuse's Avatar
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    Each player gets their own "stack". You could have 2 FvS/Clerics each casting it 3 times for ~600 per tick.

    The debuffs from AoV apply to everyone hitting, however. The boost to alignment damage also works on things like Holy (which will start hitting with purple damage).
    Kobold sentient jewel still hate you.

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