RetsReds 64 Posted July 16, 2020 Share Posted July 16, 2020 So, I started playing around with some horse riding builds (got tired of switching the models of unique mounts with horses I guess ). I read that both intelligence and Ancient magic boost the damage of Horse CAs which is as cool as it is counter-intuitive. What about the combat art range % bonus, however? I tested int and AM, they work, but I'm not sure how to test CAR% with Rear. I suppose it doesn't matter either way, it's not like I'm going to start centering my build around it, plus the % bonus seems minuscule anyway. But I was curious so I thought I should ask. Link to comment
Popular Post chattius 2,535 Posted July 16, 2020 Popular Post Share Posted July 16, 2020 ALL SPELLS which have combat art range in spells.txt are affected by items boosting combat art range - be it spell from character classes, god powers or horse combat arts.... 2 Link to comment
RetsReds 64 Posted July 16, 2020 Author Share Posted July 16, 2020 (edited) Cheers, thanks for the confirmation! Yea, it turns out there are lots of way to boost the horse CA dmg. With a "convert %dmg to element" on random gloves the phys damage of Rear and Charge can even be converted to elemental. Do you know how exactly combat art range affects conical arts like Rear? It probably increases the radius bit does it increase the angle as well? Edited July 16, 2020 by RetsReds 1 Link to comment
chattius 2,535 Posted July 16, 2020 Share Posted July 16, 2020 1 hour ago, RetsReds said: Cheers, thanks for the confirmation! Yea, it turns out there are lots of way to boost the horse CA dmg. With a "convert %dmg to element" on random gloves the phys damage of Rear and Charge can even be converted to elemental. Do you know how exactly combat art range affects conical arts like Rear? It probably increases the radius bit does it increase the angle as well? Aufbäumen/Rear Up has no combat art range and cone angle is fixed by the numbers in spells.txt. tokens = { entry0 = {"et_maxangle_cone", 120, 0, 0, 8 }, entry1 = {"et_chance_knockback", 350, 10, 0, 133 }, entry2 = {"et_spelldamage_physical", 840, 820, 0, 133 }, entry3 = {"et_regThisCool", 0, 25, 0, 8 }, entry4 = {"et_chance_bleeding", 397, 3, 0, 5 }, entry5 = {"et_hurl_enemy", 1000, 0, 0, 9 }, }, Sturmangriff/Ram: tokens = { entry0 = {"et_duration_sec", 1000, 25, 0, 8 }, entry1 = {"et_hits_persec", 800, 2, 0, 4 }, entry2 = {"et_range_area", 350, 2, 0, 4 }, entry3 = {"et_spelldamage_physical", 350, 375, 0, 133 }, entry4 = {"et_addwalkspeed", 200, 0, 0, 41 }, entry5 = {"et_chance_stun", 300, 10, 0, 133 }, entry6 = {"et_damping_any_st", 200, 5, 0, 41 }, entry7 = {"et_baseVW_timed", 150, 100, 0, 41 }, entry8 = {"et_life_heal_rel_st", 100, 0, 0, 5 }, entry9 = {"et_hurl_enemy", 1000, 0, 0, 9 }, }, Sprung/Jump: tokens = { entry0 = {"et_jumpdistance", 1000, 10, 0, 8 }, entry1 = {"et_regThisCool", 0, 50, 0, 8 }, entry2 = {"et_chance_break_root", 1000, 0, 0, 9 }, entry3 = {"et_debuff_movespeed_st", 500, 5, 0, 38 }, entry4 = {"et_range_area", 400, 0, 0, 4 }, }, If the number after the second comma in an entry is not 0 then this effect raises with higher CA-levels including +allCombatArts gear. 1 Link to comment
RetsReds 64 Posted July 16, 2020 Author Share Posted July 16, 2020 I see, so Rear doesn't act as a cone skill but as a melee skill and isn't affected by +combat art range. Ok, good to know, thanks. Link to comment
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