I was testing a Perfect Plague Fire enchant and noticed that even 3 stacks (of 15% per) of -45% defense debuff was adding very little total damage.
On test dummies the damage was about a 7% increase. So I thought maybe it was because of arm pen, it wasn't working as designed anymore.
So my question is does arm pen make defense stripping enchantments like Terror, Plague Fire, Dread less useful or even approaching useless?
What is your take on it?
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I'm still confused about armor penetration. Let me give you an example from another game.
In league of legends, magic penetration increases damage an opponent takes based off of how much magic defense they have. However, if you have more magic pen than they have defense it begins to exponentially increase the dmg they take.
Very often I see that around 62% is the most RI you need here. Say an opponent has 40% DR, does your 60% RI increase damage by 60%, or does it just negate the opponents 40% DR? ( meaning on an opponent with less than 60% DR, is the remaining 20% wasted ? )
I still using my perfect plague fire from a couple weeks ago btw. You mentioned here and in another thread that it increases dmg by 3% per stack. What happens to the 45% reduction from the tooltip ?
Terror and Dread have two separated values in description, one for pvp and another DR number for monsters, which becomes multiplier in final damage formula. For trans terror the multiplier will be 1.04. Similar value will do PF with all 3 stacks.
On full critical build (100% crit chance) Vorpal, Dread and pre-nerf Lostmauth there is +0.5 added value to 1.75 multiplier. Lostmauth didn't need Coalescent Wards from ZEN store to upgrade so it was game-breaking issue. I never saw any claims to change Critical Severity stacking despite shares same principle as Lostmauth set effect before nerf (Lostmauth was nothing but another very huge critical severity bonus).
— (The unwritten rule)
They really over-complicated this. No wonder there is so many bugs now.
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Ok so what I understand:
RI caps at the targets defense, no RI beyond their defense adds any benefit. So some classes with the RI ignored from secondary stat need less RI to hit that cap.
I'm back to the original poster's confusion, I think. If you have RI at max, does plague fire still increase dmg by 9%. And if so, does the drow racial ability, and things like smolder ( swath of destruction ), and ray of Enfeeblement do the same thing ?
Sorry if you've clearly stated these answers and I'm not getting it. I'm interested in making a drow debuffing MOF CW, which is where this curious it comes from.
Plaguefire always increases your damage by 3% per stack, so even with maxed arp, it will increase your effectiveness by 9%. This is of coarse a very watered down version, as some buffs and debuffs add and others multiply. Kaelac's guide linked further up clarifies the difference between the 2.