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Azmodael

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Posts posted by Azmodael

  1. Grumble grumble

     

    The Cobal Strike is corrected wrong. Strangely enough the chance does not increase, the 1 in the second value indicates the number of jumps. The +0.1% per CA level entry is redundant.

     

    I am pretty sure Lore skills modify more then the obvious -> this includes HP regens and leeches. Perhaps that is why your formula goes off at high levels, lore skill kicks in?

     

    Sadly I god 6 exams coming my way starting from the 12th. I will be inactive, but keeping an eye on the recent changes in the wiki. I promise ;)

  2. Higher Riding skill DOES decrease the penalty, it can even decrease it below the base value of 50%. My 23 level Seraphim is Riding a 27 level Tiger. Her riding skill is level 5, which allows for riding a 28 level Tiger without penalty. My 27 level mount currently shows regen pelanty of 44.7%. And just now I noticed the entry in the Wiki. Noob me, well done unknown editor :). However, as you can see, it also affects special mount malus, not just normal horse.

     

    After equipping a +2 Riding shard Ride increased to 7, which in turn increased maximum level Tiger ridden without penalty to level 30 AND decreased regeneration malus to 42.00%

  3. I believe it works this way:

     

    Maximum treshhold value is 25% 35% with the mod). This means that if you hp is at this value you get the full damage bonus indicated.

    If you are full (100%) you get nothing.

    From 100% to 25% (35%) calculate the percentage, where 25%(35%) is 100% and 100% hp is actually 0%

    You get % of the bonus damage equal to this percent.

     

    Example: You have taken the mod and your treshhold value is 35%. This leaves 65% of your hp to divide into 100%. Lets say that you are currently on 67% hp. That is exactly the middle between 35% and 100%, so it means you get half the bonus indicated by the CA (50% is half).

     

    IT IS POWERFUL

     

    My 51 level inquisitor gets +200% from the skill, I found a legendary sword that adds 130% extra. This means whenever I've lost around 1/3 of my hp (and I am between 65 and 70% full) I get 1/2 of 330 or 165% bonus damage. NICE!!

  4. Some VERY interesing stuff in the balance.txt file :)

     

    DurationDot = 500,

    DurationLongDebuff = 3000,

    DurationShortDebuff = 1000,

    DurationStun = 300,

    DurationPulse = 150,

     

    NICE!

     

    Interesting facts:

     

    Base regen malus for special mounts: 50%

    Base regen malus for normal horses: 30%

    Chance for rune drop to be for your class: 40%

    Chance for item drop to be for your class: 70%

    You need to be 5 secs out of combat for normal regeneration to kick in.

    Max speed is 150

    Min speed is 50

    PvP does only 20% of the normal damage

    Mount dies if your hp goes below 5%!

    Mount gains 30% more xp!

    Healing Pots cooldown is 5 sec (you gain less if you drink within 5 sec)

  5. and umm, is there a limit to those bonuses? - would getting Lv 90 (effective level) of Grand Invigoration with Arrant Pyromancer Expertise, provide with -100% Regeneration time?

    No limit. However taking into account that bonuses of this type you wont get 0 regen time on your CAs. The formula for Regen time is something like (base regen value + level regen penalty*CA level)*various regen penalty (armor, mount)/stamina regen bonus/item regen bonus/special mount regen bonus/ca regen bonus.

  6. Well a lot of the numbers posted are correct, but there are also many more inaccurate and misleading, or not providing all the information. Take Grand Invigoration as an example. According to the wiki...

     

    * Arrant Pyromancer Expertise - The regeneration time for the aspect Arract Pyromancer will decrease significantly. (10% decrease)

    * Mystic Stormite Expertise - The regeneration time for the aspect Mystic Stormite will decrease significantly. (10% decrease)

     

    MODicons_10.gif Silver

     

    * Replenish - Further decreases the regeneration time of all spells. (7% decrease)

    * Life Energy - Additionally increases the hitpoint regeneration rate. (1.5% increase)

     

    MODicons_08.gif Gold

     

    * Resilience - Reduces the impact and duration of incoming detrimental effects. (30% reduction on debuffs)

    * Fleetness - Increases run speed while Grand Invigoration is active. (9.9% increase)

     

    From the datafiles the BASIC values are correct. However, the info on improvement with CA level is missing, misleading people that Life Energy mod is useless -.-

     

    The bronze mods add 10%+1% per CA level decrease

    Replenish adds 7%+0,7% per CA level decrease

    Life energy adds 1,5+1% per CA level health regen bonus (and notice the increase is HUGE making this mod much better then the other)

    Resilience adds 30% + 0,03% per CA level

    Fleetness adds 9,9% + 0,01% per CA level

     

    AS you can see the info provided is correct, but not complete and therefore could be misleading.

     

    PP: Very nice thread. I've been doing exactly the same, might exhange experience with that guy :D

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