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Which is the DC debuff that doubles the damage of a party?

lewel555lewel555 Member Posts: 616 Arc User
edited May 2014 in The Temple
Which is the DC debuff that doubles the damage of a party?
I remember reading a post somewhere in the forum about all the debuffs of all the classes but I did not pay too much attention as I had no cleric alt by then, and now I cannot find it. Also reading Kaelac's 120+ pages guide at the moment but so far I saw no mention of something doubling the party's damage.
Post edited by lewel555 on

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  • morsitansmorsitans Member, Neverwinter Beta Users Posts: 1,284 Bounty Hunter
    edited May 2014
    There is no direct "doubles party damage" debuff.
    Divine glow probably comes the closest, in that it's a direct defense debuff to enemies (so, given the way damage works, actually a damage boost to the team) and in divine mode ALSO a boost to team damage, so if you manage to hit everyone in your team and the monsters they're actually targeting, they'll probably see something close to doubled damage.

    Other good things to consider are hallowed ground (team damage and mitigation buff, +heal if feated) and getting the high prophet (T1) armour set (removes 10% of enemy defense per hit, stacks 3 times). I wouldn't recommend prophecy of doom because it has casting and cooldown times measured in geological timescales, but if you can hack it, that's also a decent debuff.
  • theosymphanytheosymphany Member Posts: 0 Arc User
    edited May 2014
    You're probably after the info in section 6.3 of the guide.
    Link: http://laggygamerz.com/forum/index.php?/topic/17-kaelac%E2%80%99s-guide-to-devoted-clerics-in-neverwinter/?p=44#6.3

    It's not one debuff, but rather a series of debuffs stacked together, along with increases from Hallowed ground and Divine glow). Of course, the window of this all happening is rather narrow, in the order of seconds so it's not completely OP like some may make it out to be. Realistically you are only relying on HP and PF debuff with probably HG and DG effects.

    Theoretical multiplier: 1.39 (3 HP + 3 GPF) *1.15 (DG) = 1.5985 damage multiplier plus 150% buff (HG and D-DG) = ~2.4x damage multiplier compared to base damage.

    However HP and GPF debuff effectiveness are reduced by up to 24% depending on mob damage resistance and possibly more depending on attacker's resistance ignored %.

    --
    Excerpt from 6.3.3:
    Everything together, maxed stacks
    High Prophet (30% base) and Greater Plague fire (9% base)
    D-PoD (15%), Divine Glow (15%), Terrifying Insight (16%), Nimbus of Light (10%)
    Actual damage = base damage * [(1+0.3+0.09)*(1+0.15+0.15+0.16+0.1)]
    =base damage * [1.39*1.56]
    = base damage *2.168

    Everything without Terrifying insight (boost to party)
    = base damage * 2.0294

    Your damage is effectively more than doubled in that very narrow window where everything stacked. The good thing is apart from terrifying Insight everyone else gains the same benefits when attacking those mobs.

    If you factor in buffs (HG 30%+ Divine glow 20% you’re looking at 150% base damage and 200% debuff multiplier which is about a 300% high damage total (3x base damage). If your Linked Spirit procced along with your other +power feats there are further buffs on top of that. This is why DCs are debuff powerhouses.
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  • broborabrobora Member, Neverwinter Beta Users Posts: 196 Bounty Hunter
    edited May 2014
    You're probably after the info in section 6.3 of the guide.
    Link: http://laggygamerz.com/forum/index.php?/topic/17-kaelac%E2%80%99s-guide-to-devoted-clerics-in-neverwinter/?p=44#6.3

    It's not one debuff, but rather a series of debuffs stacked together, along with increases from Hallowed ground and Divine glow). Of course, the window of this all happening is rather narrow, in the order of seconds so it's not completely OP like some may make it out to be. Realistically you are only relying on HP and PF debuff with probably HG and DG effects.

    Theoretical multiplier: 1.39 (3 HP + 3 GPF) *1.15 (DG) = 1.5985 damage multiplier plus 150% buff (HG and D-DG) = ~2.4x damage multiplier compared to base damage.

    However HP and GPF debuff effectiveness are reduced by up to 24% depending on mob damage resistance and possibly more depending on attacker's resistance ignored %.

    --
    Excerpt from 6.3.3:
    Everything together, maxed stacks
    High Prophet (30% base) and Greater Plague fire (9% base)
    D-PoD (15%), Divine Glow (15%), Terrifying Insight (16%), Nimbus of Light (10%)
    Actual damage = base damage * [(1+0.3+0.09)*(1+0.15+0.15+0.16+0.1)]
    =base damage * [1.39*1.56]
    = base damage *2.168

    Everything without Terrifying insight (boost to party)
    = base damage * 2.0294

    Your damage is effectively more than doubled in that very narrow window where everything stacked. The good thing is apart from terrifying Insight everyone else gains the same benefits when attacking those mobs.

    If you factor in buffs (HG 30%+ Divine glow 20% you’re looking at 150% base damage and 200% debuff multiplier which is about a 300% high damage total (3x base damage). If your Linked Spirit procced along with your other +power feats there are further buffs on top of that. This is why DCs are debuff powerhouses.

    This guy right here.


    (Jazzfong too)
  • susp3ktsusp3kt Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild Users Posts: 38 Arc User
    edited May 2014
    Question on Terrifying Insight....it only benefits the DC? Yes?
  • fakatikfakatik Member, Neverwinter Beta Users Posts: 151 Bounty Hunter
    edited May 2014
    susp3kt wrote: »
    Question on Terrifying Insight....it only benefits the DC? Yes?
    Yes

    .
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