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Dragon Mage Combat Arts


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I read that people in GSF wanted more information in sacredwiki about dragon mage CAs. So I started to read through wiki and compare it with entries in spells.txt. Will take me a while since I have to do the editing in 5 minute pieces whenever I have a bit of time.

When reading the numbers you should remember that hitpoints, resistances, damage, life leech .. are raised by the lore too.

 

Mentalism

Runes of Protection

Innate Abilities

physical Resistance Bonus: 15+10*level

Block Chance Combat Arts: 25% +0.3%*level

Chance to Stun the Target: 10%+0.1%*level

Defense value: 15%+3%*level

Range: 400

Hits per seconds: 0.4 = one hit every 2.5s

Modifications

Bronze

Protection - Increases protection from physical damage. (8+5*level)

Awe - Increases the chance to stun the target. (5%+0.1%*level)

Silver

Protection - Increases protection from physical damage. (8+5*level)

Stone Skin - Increased chance to block missiles. (25%+0.3%*level)

Gold

Flux - Reduces the costs to keep up the runes. (-25%)

Runes - Increases the chance to block spells. (25%+0.3%*level)

 

Combat Trance

Innate Abilities

Block Chance Snare: 33.4%+0.3%*level

Block Chance Stun: 33.4%+0.3%*level

Boosts Regeneration Times by: 30%+0.5%*level

Resistance against side effects: 20%*0.4%*level

Cooldown: 60s

Duration:15.0s+0.05s*level

Modifications

Bronze

Light Footed - Increased snare resistance (ie, resistance to roots): (16.7%+0.1%*level)

Awareness - Increased stun resistance. (16.7%+0.1%*level)

Silver

Hardened - Increased resistance against side effects. (20%+0.2%*level)

Experienced - Reduces the cooldown of the trance. (30s)

Gold

Hardened - Increased resistance against side effects. (20%+0.2%*level)

Energy Flux - Markedly increased regeneration. 15%+0.3%*level

 

Maelstrom

Innate Abilities

Missile Slowdown: 200%

Enemy Speed: -50%-0.3%*level

Decrease of Enemy's attributes: 11%+0.1%*level

Duration: 8.0s+0.06s*level

Range: 1000

Modifications

Bronze

Grind - Further reduces the armour of enemies in the Maelstrom. (physical -50+0.2*level (fixed or %?))

Burden - Enemies are slowed down in the Maelstrom. (20%+0.2%*level)

Silver

Extension - Maelstrom duration increased. (4s+0.03s*level)

Thicken - Missiles are slowed down in the Maelstrom. (200%)

Gold

Demoralize - Attributes are further decreased in the Maelstrom. (5.5%+0.1%*level)

Thicken - Missiles are slowed down in the Maelstrom. (200%)

 

Energy Blaze

Innate Abilities

Does 100% Magic Damage : 50+25*level

Magic Damage Over Time : 60+30*level

Range: 1000

Duration: 5s+0.05s*level

Modifications

Bronze

Confusion - Target attacks more slowly. (30%+0.02%*level)

Blind - Decreases target's hit value. (30+1*level)

Silver

Impact - Increased damage from the nova. (21+10.5*level magical)

Zone - Increases nova's area of effect. (+500 Range)

Gold

Afterglow - Magical burn get's stronger (increased DoT). (25+12.5*level)

Experience - Lower's the costs for the combat art (reduced regen timme IIRC). (one third less)

 

Mind Strike

Innate Abilities

Physical damage: 85+42.5*level

Regeneration of target decreased: 33.4%+0.08%*level

inverted physical armour modifier: 200+2*level (not sure how this is calculated, could be fixed or %)

Range: 150

Duration: 10.0s+0.05*level

Modifications

Bronze

Sustainability - Disrupting the enemy's regeneration last longer (increased duration). (4s+0.02*level)

Weakness - Increases the regeneration malus. (16.7%+0.04%*level)

Silver

Impact - Increased damage from mind strike. (30+15*level physical)

Expansion - Also hits enemies next to the target. (+350 range)

Gold

Drill - Chance to cause a deep wound. (25%)

Slow Down - Target's movement speed reduced for the duration of the spell. (20%+0.05%*level)

 

 

Would be nice if someone would correct the english modifier names (playing german version) and put it in wiki once I am done. Stuff marked in red is either not in wiki or was changed in the patch.

Edited by chattius
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Elemental Magic

 

Destroyer

Innate Abilities

Physical damage 70+35*level

Destroyer level (?) 0.8+0.8*level

Number Of Destroyers: 4

Cooldown: 2.1s -0.04%*level

Range: 350

Duration: 10s+0.03s*level

Modifications

Bronze

Explosive - Increases the destroyer's damage. (25+12.5*level physical)

Endurance - Destroyer's live longer before they explode. (3s+0.02s*level)

Silver

Swarm - Increases number of destroyers. (1)

Endurance - Destroyer's live longer before they explode. (3s+0.02s*level)

Gold

Swarm - Increases number of destroyers. (1)

Explosive - Increases the destroyer's damage. (25+12.5*level physical)

 

Gust of Wind

Innate Abilities

Physical damage: 90 +45*level

Blow distance 200+2*level

Range: 1000

Duration: 0.25s

Max angle: 180

Cone Adapt: 30 (whatever this is)

Modifications

Bronze

Stun - Chance to stun enemies. (33.4%+0.2%*level)

Poison Mist - Light poisoning. (poison DoT: 40+20*level)

Silver

Radius - Increased radius of Gust of Wind. (+60 degree angle, why is it called radius?)

Squall - Gust of Wind spreads faster. (25%)

Gold

Impact - Increased damage from rebound. (adds 30+15*level physical)

Poison Mist - Light poisoning. (Poison DoT: 40+20*level)

 

Magic Barrier

Innate Abilities

Duration: 12s+0.15*level

Length: 5.7m (=Range 1000)

Cooldown: 15s

Modifications

Bronze

Barricade - Increases the length of the barrier. (+range 500)

Vengeance - chance to reflect ranged damage. (30%+0.1%*level)

Silver

Barricade - Increases the length of the barrier. (+range 500)

Solid - The barrier has a higher duration. (4s+0.05s*level)

Gold

Vengeance - chance to reflect ranged damage. (30%+0.1%*level)

Runes - Chance to reflect magic damage. (30%+0.1%*level)

 

Tornado

Innate Abilities

Physical damage: 50+25*level

Attack-frequency: (0.8+0.02*level) per second

Range: 300

Duration: 15.0s +0.05s*level

Cooldown: 25s-10.1%-0.1%*level

Modifications

Bronze

Storm Force - the tornado deals more damage. (20+10*level physical)

StormZone - Tornado's area of effect increased. (range 125)

Silver

Unleashed - Tornado deals damage more often. ( +0.2 +0.02*level hits per second)

Tempest - Increased duration of the tornado. (5s+0.03s*level)

Gold

Disarm - Chance to disarm the opponent for a few seconds. (20%+0.01%*level)

Critical - Increased chance for critical hits. (20%+0.01%*level)

 

Protector

Innate Abilities

protector level: .8+.8*level ?

Number of Protectors: 1

Modifications

Bronze

Elite - Increases the protector's level. (.4+.4*level)

Regeneration - Protector regenerates life faster. (700%?)

Silver

Veteran- Protector's hit chance increases. (25%+5%*level attack and defense(?) value)

Protection - Protector's armour increases. (7.5+5.5*level all resistances)

Gold

Familiar - Calls a second protector.

Protective Shield - Protector casts damage reduction on caster. (-20% physical damage mitigation)

Edited by chattius
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Dragon magic

 

warning still in work:

Eternal fire

Innate

entry0 = {"et_duration_sec", 800, 8, 0, 8 }, duration: 8s+0.08s*level

entry1 = {"et_spelldamage_fire", 800, 400, 0, 133 }, 80+40*level fire damage on target hit- this should be affected by dragon magic lore- buggy blue print overwriting this?

entry2 = {"et_range_area", 200, 0, 0, 4 }, infection range 200

entry3 = {"et_plague_infect", 300, 2, 0, 42 }, 30%+0.2% chance to infect

entry4 = {"et_regThisCool", 0, 20, 0, 8 }, -0.2%*level cooldown

Bronze

entry5 = {"et_range_area", 80, 1, 1, 4 }, infection range 80

entry6 = {"et_duration_sec", 300, 3, 2, 8 }, +3s+0.3s*level duration

Silver

entry7 = {"et_plague_infect", 100, 1, 3, 42 }, 10%+0.1%*level chance to spread

entry8 = {"et_chance_fear", 300, 5, 4, 5 }, 30%+0.5%*level chance to cause fear on target

Gold

entry9 = {"et_plague_const_fire", 600, 300, 5, 42 }, each plaque tick does fixed 60+30*level damage (?)

entry10 = {"et_deathblow", 500, 0, 6, 5 }, deathblow 50%

Innate

entry11 = {"et_hits_persec", 800, 2, 0, 4 }, 8+0.02*level hits per second

 

How you read this:

entry1 = {"et_spelldamage_fire", 800, 400, 0, 133 }

et_spelldamage_fire --- adds spell damage fire

800 --- 80 base

400 --- 40 per level

0 --- innate 0, bronze 1 or 2, silver 3 or 4, gold 5 or 6

133 --- some flags: spell which hits the target(128), equipment applied...

 

More about flags from the modding section

 

How I think this spell should work:

It should do a direct fire spell on target doing damage, then every 1.2s +/- it should do the damage again. This should be no DoT, but rather a new hit. This direct damage should behave like normal spell damage, depending on lore, combat discipline, ancient magic, ...

Then it should add a fire to nearby enemies. Each fire tick on put in flame targets will be constant damage which can't be modified.

 

Never played much with this spell, so your experience is welcome. All what I read is that no skill seems to affect it. But this should be only for the disease part. But if the direct spell damage works as it should, then it should kill normal mobs quickly, preventing them to spread much fire before they die.

 

Reading spells.txt I thought it would be a spell you put on a target and then the target will be hit by some more spells for a while without recasting it. Most useful on champions and bosses. But I lack the play experience and that many people shouldn't error. I will try this out when I have some time.

Adding hits per second is not the same as DoT I think. Dot damage looks like:

entry1 = {"et_dotdamage_ice", 1050, 525, 0, 42 }

Hits per second damage is checked against resistances, DoT versus -x% DoT if I recall right. So chance to burn from familiar should work on eternal fire and damage lore too, because it is direct spell damage --- if eternal fire would work as it is supposed to do.

Edited by chattius
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Thank you for posting this. I was blindly assuming that Destroyers did fire damage. Doh! Explosions... fire... you get my idea.

 

The Destroyers are still very strong summons, so I didn't gibble my DM up too badly. Thanks to you, he'll (and his brothers) will be so much stronger in the future.

 

Physical damage it is!

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This is perfect. I knew info was missing but didn't know how to find it. Looks like I just might have to restart my Triple Aspect once again now that I see more info. Wonderful stuff.

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@frostElfGuard: Destroyers do physical damage, maelstrom reduce physical resistance. Are you able to use synergies? And if yes, how big are they: Destroyer damage with and without maelstrom?

 

The dragon mage of my daughters plays without any aspect lore and hopes to take advantage of this synergy. But it will take a while to reach a high enough level for testing.

 

I will finish elementalist spells today and do dragon magic stuff rest of this week. (dragon magic aspect is very buggy sadly, and it are just 2 spells which work the way spells.txt says.)

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Great work on this Chattius, thank you (lol again :bye:) And Ryan, you got the info reconciled into wiki uber quickly.

 

Thanks as well

 

:drool:

 

gogo

 

I'll have the rest of his findings put up later today, unless someone beats me to it :P

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  • 3 years later...

it looks like the energy flux golden modification for familiar is not working. I haven't observed any change in combat art cooldowns or regeneration upon taking this mod. also the experienced silver modification for combat trance reduces cooldown to 40s not 30s as is stated on wiki. I'm playing with the CM patch but its changelog doesn't mention anything about these modifications so I deduce that it must hold also for the original game.

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it looks like the energy flux golden modification for familiar is not working. I haven't observed any change in combat art cooldowns or regeneration upon taking this mod. also the experienced silver modification for combat trance reduces cooldown to 40s not 30s as is stated on wiki. I'm playing with the CM patch but its changelog doesn't mention anything about these modifications so I deduce that it must hold also for the original game.

 

I'll look into it tonight. May need to check and see if it's been reported to the Community Patch bugtracker.

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Sorry but I couldn't confirm this bug. Energy Flux gold mod for Dragon Familiar is working correctly for me. Regeneration Times for Combat Arts are reduced.

 

Without mod:

abcMr1zH.jpg

 

With mod:

abxiSxkO.jpg

 

Tested with same character and combat arts, latest CM Patch.

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maybe I just forgot to switch off and on the buff so that the reduction could be deployed... possible. or maybe it was a special combination of combat arts/modification/gear that prevented this further reduction... unlikely.

anyway, the description for the modification is misleading, since it refers to cooldowns but affects regeneration times instead.

also, please fix the cooldown reduction to 40s (not 30s) of combat trance on wiki

  • Like! 1
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anyway, the description for the modification is misleading, since it refers to cooldowns but affects regeneration times instead.

 

Agreed. For some reason, many of the official descriptions use "cooldown" and "regeneration time" interchangeably, even though they have two distinct meanings. The Wiki pages usually include this info and therefore preserve this swap unless a user notices it and changes it/makes a note.

 

also, please fix the cooldown reduction to 40s (not 30s) of combat trance on wiki

 

 

Alright I'll add it to my list to check it/change it. You know, we're all free to edit the Wiki. Just sayin'. ;)

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maybe I just forgot to switch off and on the buff so that the reduction could be deployed... possible. or maybe it was a special combination of combat arts/modification/gear that prevented this further reduction... unlikely.

 

anyway, the description for the modification is misleading, since it refers to cooldowns but affects regeneration times instead.

 

also, please fix the cooldown reduction to 40s (not 30s) of combat trance on wiki

 

Hi Throndar, and welcome to DarkMatters!

I've sent you an invitation Email to be able to add your account to the Wiki, so that you can contribute edits as well.

Cheers!

:)

 

gogo

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You know, we're all free to edit the Wiki. Just sayin'. ;)

 

I just wanted it the official way... that "the committee" agrees to this change :blush:

Thank you, this is how it works, and keeps us going!

You now have... dom dom dom dom ... Da Powah!

:poweromg:

gogo

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