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Several debuff feats and spells debuffing more than they should (up to x15 factor)

diogene0diogene0 Member Posts: 2,894 Arc User
edited January 2014 in Bug Reports (PC)
Devoted cleric:
* Divine glow (spell). The tooltip says: Temporarily reduce the defense of enemies at target location. Divinity: Deals additional damage to enemies, and allies caught in the glow gain enhanced damage.
It's actually affecting damage mitigation and not defense. This spell is always giving a flat +15% damage increase, regardless of the target's defense.

Control Wizard:
* Elemental Empowerment (feat). Your Cold Encounter Spells also deal 6/12/18/24/30% of your weapon damage over time to their target. Arcane Encounter Spells weaken a target's defenses by 2/4/6/8/10% for 3 seconds. Arcane spells don't weaken target's defense but damage mitigation, which means a flat +10% damage increase.

Great weapon fighter:
* Student of the Sword (feat). Your critical strikes lower your targets Defense by 3/6/9/12/15% for 5 seconds. Stacks up to 3 times.
Affects once again mitigation, not defense.

I suspect most if not all feats, spells, and weapon enchantments which should reduce target's defense value are actually directly reducing damage mitigation. I haven't been able to check terror and plaguefire weapon enchantments.
Post edited by diogene0 on

Comments

  • matiagronxmatiagronx Member, NW M9 Playtest Posts: 251 Arc User
    edited January 2014
    Lol so Student of the Sword actually give +45% damage, no wonder why Gwfs are the new gods now..
  • verilosverilos Member, Neverwinter Beta Users Posts: 77
    edited January 2014
    This has been known for a very long time.

    The High Vizier 4set bonus says it 'steals' 450 defense per stack up to 3. It's 10% mitigation debuff per stack. Used to be very broken months ago when you could get up to 50+ stacks using shard (2) & OF (3).

    And yes, Plague and Terror work the same way.
    GPF 3% per stack, P. Terror 4%.
  • fondlezfondlez Member Posts: 0 Arc User
    edited January 2014
    OP misunderstands how debuffs and mitigation works in this game.

    Every single "defense reduction" spell, feat and enhancement in the game works in exactly the same way in this respect, i.e. they affect mitigation where it exists or act as a damage buff on no mitigation remaining and have nothing to do with the Defense stat rating in any meaningful or measurable way.

    So, at best it is the usual tooltip error/vagueness and at worst you are calling for a redesign. No bug here.
  • diogene0diogene0 Member Posts: 2,894 Arc User
    edited January 2014
    fondlez wrote: »
    OP misunderstands how mitigation works in this game.

    Every single "defense reduction" spell, feat enhancement in the game works in exactly the same way, i.e. they affect mitigation and have nothing to do with the Defense stat rating in any meaningful or measurable way.

    Some spells and feats clearly state "defense". Others clearly mention mitigation. This is either a tooltip error, or a major bug. I tend to think it's the latter, because it's clearly what makes people being able to 3 man CN at the moment. :)
  • verilosverilos Member, Neverwinter Beta Users Posts: 77
    edited January 2014
    diogene0 wrote: »
    Some spells and feats clearly state "defense". Others clearly mention mitigation. This is either a tooltip error, or a major bug. I tend to think it's the latter, because it's clearly what makes people being able to 3 man CN at the moment. :)

    If it didn't affect mitigation all the mentioned debuff feats/skills/sets would be useless because most mobs don't have much defense and you have armor penetration to deal with what little they have.

    It's most likely a tooltip error that is wide spread and has been known by pretty much everyone yet the devs don't seem to care and frankly neither should we.

    3men CN is rare and unnecessary (5man much faster = more efficient) but possible because of good gear and quality brains.
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