Does Moira's Attack Ramp Up And Do More Dmg
May 28, 2014 I'm assuming one wants to know the highest base damage weapon so they can build for raw damage per shot, logically speaking anyway. So Ogris might have the highest base damage but it's charge time is pathetic and not sure if the rocket can be blown up by fire like you can do to bombards rockets.but if they can, then that's another strike against ogris. Highest base dmg waeapons warframe.
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The Healing Orb is usually Moira's best use of this ability. Due to the damaging orb's relatively low damage, it is almost always better to save it to heal your allies. Moira can launch a Healing Orb while her team attacks to soak up some of their incoming damage. Using a Healing Orb on yourself can greatly extend the longevity of your team. This is exactly what I thought after just the practice range where the bots aren't even receiving any healing. In an actual game, where your target should be receiving at least some healing, I don't see any way that her right click will contribute to actual damage output or eliminations, other than to simply recharge her heal. Being that she's a healer first and damage second, I suppose that's.
Does Moira's Attack Ramp Up And Do More Dmg Video
Hello! Sorry, i'd just copy the whole thread from steam. It was made by other person. ' ©Mindtroverted | Posted by Singrave on Sep 12, 2019, 1:11:08 AM |
I'm playing pestilent strike as main skill. The glaring issue is 6/7. Duration does not directly effect the 2nd portion of the skill. It does however boost the damage since the ability collapses all remaining damage into the 1sec debuff. This ability loves multistrike. High application rate, improves wave clear and single target all at once. With enough duration/aoe this skill explodes screens. Currently demolishing T8 maps in shit gear very casually w a 5L setup. The weirdest thing about bosses Isis the die faster when you attack the adds and the boss gets owned by the Debuff, very strange but bosses die instantly this way. If I can smooth out the build and grind to T16 and Uber shaper I'll probably make a full guide. Cheers | Posted by on Sep 16, 2019, 4:41:42 AM |
I'm the original poster from Steam forums. My approach was to have Viper strike as main skill bosskiller and Pestilent Strike for mapclear. I'm using Pestilent Strike + Ancestral Call + Melee Splash + Increased AoE in my 4-link Embalmer Gloves. I've read that Melee Splash also applies Pestilent Strike's debuff so the whole point of that 4-link setup is to get as many enemies hit with the debuff and proliferate the dmg on as big an area as possible. When mapping or delving or doing anything that requires clear, I just use Pestilent strike once and then use Viper Strike once or twice. Normal packs die before I even use Viper Strike. Magic and Rares usually take a couple of Viper Strike hits, but only if they are isolated. If the regular enemies spread the dmg debuff to the Magic and Rare monsters, they usually die all by themselves. Still haven't gotten to Shaper but I did finish a T16 without dying so I'm assuming it should be able to go the distance. | Posted by on Nov 9, 2019, 9:10:46 PM |
A few notes on your post: 4) (De)buffs don't stack with themselves unless it's specified that they do. Pestilent Strike says nothing about its debuff stacking, so I don't think you can assume you can do mass damage to a boss by killing multiple enemies near it. 6) Pestilent Strike doesn't 'transfer' Poison. The debuff it applies isn't Poison, it's just a Chaos Damage over Time debuff that's based on the expected outgoing Poison damage. Increased Skill Effect Duration will increase both the window to kill the monster and have Pestilent Strike do its thing, and the length the damaging debuff lasts (and thus the total damage it deals). This is how it should behave, anyway; if it doesn't, that's probably a bug. 7) This is a bit misleading. First of all, as stated above, Pestilent Strike doesn't transfer Poison. Second, modifiers to Poison damage (specifically, or by modifying Chaos Damage, Ailment Damage etc.) already apply to the 'expected' Poison damage. These modifiers don't apply directly to the debuff's damage to prevent them from applying a second time i.e. 'double dipping'. Modifiers to Damage Taken (e.g. Withered and Despair) do apply directly to the debuff damage, because they're not counted in expected damage. | Posted by on Nov 9, 2019, 11:49:12 PM |
4) No, the debuff definitely doesn't stack. That wasn't what I meant to say. I might have expressed myself inadequately. The thing is, if you hit several enemies with Pestilent Strike and kill them fast, 50% of the remaining poison dmg on those enemies will be inflicted on any enemies in radius. That's what I meant by stacking. For example, if a boss is surrounded by 20 enemies and I 1-hit the 20 enemies with PS, the boss would get 50% of 20 poisons, meaning the boss would get damaged for 10 PS attacks with only 1 PS attack. 6) Correct, PS doesn't transfer poison, it transfers 50% of the expected poison dmg, meaning it isn't poison. I don't know because I haven't tried, but I think the duration of the damaging debuff can't be changed. I might be wrong on this one, but it would make sense since if it was like that, skill effect duration and Temporal Chains would 'double dip' because they would increase the duration of the poison and then increase the duration of the damaging debuff. 7) Yes, chaos/poison/physical/ailment dmg modifiers will indirectly or directly affect the dmg of your poison, thus indirectly affecting the dmg of PS's damage debuff. P. S. What curse would you use on a PS Assassin? I've been using Despair but I don't know if maybe Temporal Chains would be better. Last edited by Mindtroverted on Nov 11, 2019, 3:00:04 PM | Posted by on Nov 11, 2019, 2:51:40 PM |
'I'm not sure I follow you. No hit can apply more than one poison, so if you kill an enemy in one hit, it can't possibly have more than one poison on it. If you kill 20 enemies this way near a boss, that boss will have 20 DoT debuffs on it, but only the strongest of those debuffs will deal damage at a time, and that one will deal only 50% of the expected damage of one poison. As for which curse is better, that's a complicated question and depends on your existing gear, passives, and skills; Path of Building could probably answer better than I could which works best for a given build. I'll note that all three of Despair's effects are on point for a Poison build, but Temporal Chains adds a defensive layer which a squishy melee Assassin would probably appreciate. Ideally, you'd take Whispers of Doom or whatever +1 curse source and use both. | Posted by on Nov 12, 2019, 2:51:51 AM |
I believe poison is a stacking debuff, so multiple applications apply, unlike something like ignite where only the strongest does damage. | Posted by GreyLensman on Nov 12, 2019, 2:35:55 PM |
'Yes, Poison stacks with itself, but the debuff Pestilent Strike applies on kill is not Poison and, unless I'm mistaken, does not stack with itself. And since it's not Poison, Pestilent Strike doesn't carry it over to the next monster on kill. PS applies a debuff based on the expected Poison damage of the killed monster, not (expected Poison damage + existing PS debuff). | Posted by on Nov 12, 2019, 8:46:31 PM |
Gotta love all the nuances. I'm sure the devs loves dreaming up this stuff! | Posted by GreyLensman on Nov 12, 2019, 8:54:54 PM |
I do not think that poison can spread to enemies that die from the same hit, but if you do not onehit a pack with Pestilent strike and have another method of spreading the poisons, then it is possible that the poisons being spread among the pack would ramp up in number and both spread to a rare mob / boss in the vicinity as well as applying the highest Pestilent Strike DoT based on the last one to die with 20 active poisons. So while I have not tested Pestilent Strike and do not know how feasible it is to apply poisons that way, it should theoretically be possible to achieve a similar effect to the one described, though not through the same mechanics. It is possible that poisons that have already spread to a target cannot spread to the same target from another source, which would mean that you actually need to hit and poison several targets at once to achieve a similar effect (one hit causing 1 stack on poison on each target that can all stack when proliferated rather than relying on only the proliferation of a single instance of poison from one target hit). I vaguely recall a statement that debuffs could not be proliferated several times, but I do not know whether that includes proliferating through different targets first. | Posted by on Nov 13, 2019, 1:08:34 PM |
So if I'm reading this correctly, the new Rage Support adds 4-7 flat phys per 10 rage, plus an extra 39-72 if you've got 10+ rage, and gives you the standard rage properties from the Berserker. So a 20/20 Rage Support (at full rage, which is how you'll be mapping) gives the supported melee skill 59-107 flat physical damage, 60% increased attack damage, 25% attack speed, and 10% movement speed. Am I missing something, or is this actually as ridiculous as it seems? I made a jewel to simulate this in POB, and it is SIGNIFICANTLY stronger than a 20/20 Melee Physical Damage Support on all 3 builds I tried. And it comes with the movement speed utility to boot. Update: I tested this support by simulating its addition onto a few more builds I have in POB from the past, and it seems to hover around the equivalent of 53% More Melee Physical Damage on the lower end, sometimes ramping up to the equivalent of over 60% depending the specific weapons and mechanics being used. That's.. dumb. That's absolutely dumb, when in the sub-optimal setups it's only as good as 'Conc Effect with zero downside.' Last edited by ARealLifeCaribbeanPirate on Jun 6, 2019, 7:36:13 AM | Posted by ARealLifeCaribbeanPirate on Jun 6, 2019, 7:11:48 AM |
So.. What's wrong? 50-60% more phys damage that you have to build-up and maintain. | Posted by LeadRaven on Jun 6, 2019, 10:32:43 AM |
its not as strong as you think,because its increased and not more dmg unlike other support gems. dont get me wrong its strong imo but not broken,have to try it out to see if its really how i exspect it to be. | Posted by on Jun 6, 2019, 11:03:47 AM |
' I know it's increased, but I put it into POB. It seems broken because of how much flat phys it gives you alongside attack speed, and POB supports this: it's much more damage than Melee Phys and Damage on Full Life | Posted by ARealLifeCaribbeanPirate on Jun 6, 2019, 5:57:45 PM |
' If its the only source for rage for a gladiator for example it is super strong considering it enables the usage of Berserk skill gem which means shredding everything with 30% more attack damage and 29% more attack speed. Now combine this with adrenaline from Warbanner and every non phased map boss will be an affair of half a second. Last edited by The_Human_Tornado on Jun 6, 2019, 6:42:54 PM | Posted by The_Human_Tornado on Jun 6, 2019, 6:42:32 PM |
I think the rage mechanic is not properly designed. The rage mechanic should be 'Gain no more than 3 charges every second' not 'Gain 1 charge every 0.3 seconds max'. By end game we will be one shotting packs (maybe not rares) but probably blues. This would indicate that after you kill a whole pack you would get only 1 rage. Rage seems to be a mechanic that is good on builds that utilize a bunch of light, fast hitting attacks. Anything with decent AOE will probably not get much benefit from rage unfortunately. | Posted by on Jun 6, 2019, 8:17:09 PM |
' you are wrong.. its not more attackdmg and attack speed.. its increased no doubt its a strong support gem compared to older gems liek faster attacks etc,but if you compare it to a more multiplier gem (ie. melee physical dmg) and you have good weapon (good weapon means the flat bonus adds less % of the weapon dmg) things are getting really close. lets say the full flat bonus equals to 33% of your weapon dmg,the 25% attackspeed and 50% increased dmg have to make up for the remaining 16% more dmg reaching 200% attackspeed bonus and 400% increased dmg isnt that hard even with mediocre gear. so you would get 12% more attckspeed and 12% more dmg which is 8% more than the other gem. considering that you have to ramp up rage and its possible to lose the stacks its not that bad and plz dont come with 'if you add warbanner or something else' these things can and will be added for any other support gem as well Last edited by ciel289 on Jun 6, 2019, 9:57:10 PM | Posted by on Jun 6, 2019, 9:55:58 PM |
what i find intriguing is the possability of using it on support skills. having it on shield charge/counterattacks will likely take longer to generate but should maintain it fine, and free up slot on the main skill for another damage slot. question is how well does just the flat damage compare to a proper damage gem (i suspect less) | Posted by on Jun 6, 2019, 10:40:52 PM |
' you are aware that rage has a 0.5sec duration? | Posted by on Jun 6, 2019, 11:34:21 PM |
In doubt, we should nerf it right now before it's too late. | Posted by Universalis on Jun 6, 2019, 11:43:05 PM |