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.
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.
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.
Module 4 Comprehensive DC guide |Module 4 MoF CW Handbook |New! Scourge Warlock Guide| NW Numbers and Mechanics guide |Crit, Power and DPS guide | Dungeon Delving guide and more
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)
0
susp3ktMember, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild UsersPosts: 38Arc User
edited May 2014
Question on Terrifying Insight....it only benefits the DC? Yes?
Comments
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.
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.
Guild and guide info
Module 4 Comprehensive DC guide |Module 4 MoF CW Handbook |New! Scourge Warlock Guide| NW Numbers and Mechanics guide |Crit, Power and DPS guide | Dungeon Delving guide and more
This guy right here.
(Jazzfong too)
.