It's not there7. Whirl Attack gains a +1 Critical Treat Range and +1 Critical Multiplier bonus.
It's there.
It's not there7. Whirl Attack gains a +1 Critical Treat Range and +1 Critical Multiplier bonus.
It's there.
Any idea if these were fixed?Divine healing isn't scaling correctly still.
I have 776 postive spell power. So with 50% pos effectiveness 776 *.5 = 388
4d4 * (1 + 3.88). Low of 4x1 * (1 + 3.88) = 19.5. High of 4x4 * (1 + 3.88) = 78.
Hamp = 97
It should heal between 19.5 thru 78 HP each tick before hamp; should be double that because of my hamp.
I was seeing ticks as low 13 and the highest I saw was 27. (this was in wilderness so no reaper scaling involved)
It's still healing 250 x Hamp without spell power scaling (nor the 2000 value).
Yea, Can confirm its not there WWA is on my Bar as i type thisIt's not there
It does not show.If you leave your inventory window up and hit Whirlwind Attack is it suppose to update your Weapon Crit and Multiplier info dynamically since you can see your Attack as well as Crit Range and Multiplier at the bottom of that window?
Do other (special)Attacks show the Threat range(increase) or Crit Multiplier addition when clicked on, in that window? Meaning, when you use an attack that increases these things, it suppose to show in that window or you just have to hope these effects are Working As Intended?It does not show.
Do other (special)Attacks show the Threat range(increase) or Crit Multiplier addition when clicked on, in that window? Meaning, when you use an attack that increases these things, it suppose to show in that window or you just have to hope these effects are Working As Intended?
Dire Charge does not do Piercing and/or bludgeon damage? I fail to see where this is mentionedStill Unbalanced when Some Trees get it and other Trees don't get the same rules.
Same way I think with Casters, they should get the same balance and not just favor certain damage. They need to remove the flat penalty to damage on R7+ and just fix the damage type vs abilities to be on par.
The build up to Quick Cutter damage makes sense.
Make it make sense so other Epic Destinies Epic Strikes get the same build up to damage/defense and Damage Dice.
Quick Cutter: 3d6 Slash damage per Character Level every 2 seconds. Stacks 3 times, scales with 200% Melee Power. Duration: 8 seconds.
Dire Charge: 3d6 Piercing/Bludgeoning damage per Character Level every 2 seconds. Stacks 3 times, scales with 200% Melee Power. Duration: 8 seconds.
Shadow Strike: 3d6 Untyped damage per Character Level every 2 seconds. Stacks 3 times, scales with 200% Melee Power. Duration: 8 seconds.
Drifting Lotus: 3d6 Force damage per Character Level every 2 seconds. Stacks 3 times, scales with 200% Melee Power. Duration: 8 seconds.
The Sword Swings: 3d6 Sonic damage per Character Level every 2 seconds. Stacks 3 times, scales with 200% Melee Power. Duration: 8 seconds.
I was referring to the Character Sheet drop-down window, when clicking special attack, if it reflects it there at bottom. If it changes from 16-20 x4 to reflect the +3 Critical Threat Range, +3 Critical Multiplier. Would it show 16(+ -3)-20 x4(+3)?Yes actually.....![]()
That suggestion was for each Epic Destiny to be able to do a "type" of damage, like Quick Cutter does and to a lesser effect Drifting Lotus. The Sword Sings would probably be second on that list in damage after Quick Cutter.Dire Charge does not do Piercing and/or bludgeon damage? I fail to see where this is mentioned
Standardization like that makes games bland and boring as heck.That suggestion was for each Epic Destiny to be able to do a "type" of damage, like Quick Cutter does and to a lesser effect Drifting Lotus. The Sword Sings would probably be second on that list in damage after Quick Cutter.
I was suggesting that the Epic Strikes be on par with Quick Cutter.
I can see that point but when it gets skewed, where Cold Casters and certain other types perform 10x better, than it gets "boring" seeing 5 out of 6 Class types entering a dungeon because they can't play other types because they're under powered.Standardization like that makes games bland and boring as heck.
Yes, it's harder to balance unique abilities - but that is the price we must pay. There are other ways to balance numbers than to equate them exactly in every way.
The damage type for these is largely inconsequential.Fury(wild claw) does seems like a Slash type damage.
Dire(wolf) seems like a Piercing type damage.
Shadow(unseen) seems like un-typed damage.
Sword Sings(musical) seems like (Sonic) Sound damage.
Drifting(inner Pulse) seems like Force damage.
I've never understood arguments like this. Who cares which classes are included in the group ? The goal is not to "assemble a group of different classes", but to "complete a dungeon".I can see that point but when it gets skewed, where Cold Casters and certain other types perform 10x better, than it gets "boring" seeing 5 out of 6 Class types entering a dungeon because they can't play other types because they're under powered.
People enjoy different things. If all anyone cared about was DPS, plus one healer, plus a tank, then everyone should run repeater/throwers outside of 2 people in your guild to run a healer and tank.I've never understood arguments like this. Who cares which classes are included in the group ? The goal is not to "assemble a group of different classes", but to "complete a dungeon".
I've never really paid attention to this in any game. Even if a 40-person raid enters a single dungeon and everyone plays the same class, what difference does it make ?
Not necessarily for those that are using weapons or their Enhancement Tree is improved upon.The damage type for these is largely inconsequential.