chattius 2,531 Posted August 5, 2010 Share Posted August 5, 2010 (edited) 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 August 5, 2010 by chattius Link to comment
chattius 2,531 Posted August 5, 2010 Author Share Posted August 5, 2010 (edited) 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 August 9, 2010 by chattius Link to comment
chattius 2,531 Posted August 5, 2010 Author Share Posted August 5, 2010 (edited) 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 August 9, 2010 by chattius Link to comment
FrostElfGuard 9 Posted August 5, 2010 Share Posted August 5, 2010 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! Link to comment
Ryanrocker 200 Posted August 5, 2010 Share Posted August 5, 2010 Chattius, your findings on Mentalism and the Destroyers has been added to wiki Link to comment
Furian67 15 Posted August 5, 2010 Share Posted August 5, 2010 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. Link to comment
chattius 2,531 Posted August 9, 2010 Author Share Posted August 9, 2010 @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.) Link to comment
gogoblender 3,071 Posted August 9, 2010 Share Posted August 9, 2010 Great work on this Chattius, thank you (lol again ) And Ryan, you got the info reconciled into wiki uber quickly. Thanks as well gogo Link to comment
Groosum 1 Posted August 9, 2010 Share Posted August 9, 2010 Another Awesome contribution thank-you chattius. Link to comment
Ryanrocker 200 Posted August 9, 2010 Share Posted August 9, 2010 Great work on this Chattius, thank you (lol again ) And Ryan, you got the info reconciled into wiki uber quickly. Thanks as well gogo I'll have the rest of his findings put up later today, unless someone beats me to it Link to comment
throndar 10 Posted September 3, 2013 Share Posted September 3, 2013 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. Link to comment
Flix 5,116 Posted September 4, 2013 Share Posted September 4, 2013 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. Link to comment
Flix 5,116 Posted September 9, 2013 Share Posted September 9, 2013 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: With mod: Tested with same character and combat arts, latest CM Patch. Link to comment
throndar 10 Posted September 10, 2013 Share Posted September 10, 2013 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 1 Link to comment
Flix 5,116 Posted September 10, 2013 Share Posted September 10, 2013 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'. Link to comment
throndar 10 Posted September 10, 2013 Share Posted September 10, 2013 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 1 Link to comment
gogoblender 3,071 Posted September 10, 2013 Share Posted September 10, 2013 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 Link to comment
gogoblender 3,071 Posted September 10, 2013 Share Posted September 10, 2013 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 Thank you, this is how it works, and keeps us going! You now have... dom dom dom dom ... Da Powah! gogo Link to comment
Popular Post throndar 10 Posted September 10, 2013 Popular Post Share Posted September 10, 2013 Now I feel T-Energy flowing through my veins... 2 Link to comment
gogoblender 3,071 Posted September 10, 2013 Share Posted September 10, 2013 Now I feel T-Energy flowing through my veins... ahahahahha That's the spirit Welcome aboard! gogo Link to comment
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