Elemental Impact has a number of effects upon soldier weapons. However, a few do not interact well with charging strike.
The stats are as follows
34 power battlepick (100% str scaling)
40 strength
Martial Lawbreaker (Demon Hunter)
Rank 5 in all skills tested
Rank 5 Charging Strike
Rank 3 Charge
Rank 5 Axe Expertise
Elemental badges didn't self enchant.
Enemies had 3 DEF each
I will list each skill, and have the normal effects and the elemental impact effects put underneath a spoiler. I will also bold the effects that are outright bugged.
Shinken
Shinken (7 range) 152 ---Charged (7 range) 152
Fire Fire Trail 152 (5 fire damage per cinder) ---152 (5 fire damage per cinder)
Earth Seeking (earth Damage) 152 --- 152
Ice Ice trails Ice damage 152 --- 152
Wind Wider attack, pushes back 152 --- 152
Lightning Forked Shinken 152 (crit did 178) --- 152 (crit did 178)
Bug; it seems the shinken projectile is not benefiting from the +25 damage that charging strike is giving.
Roundtrip
Roundtrip 73/73
---Charged 85/85 MOAR RANGE
Fire Fire trail 73/73 (10 fire damage per cinder)
--- Fire Trail 85/85 (10 fire damage per cinder)
Earth HUGE PULL 73/73
--- MORE RANGE 85/85
Ice Ice trail 73/73
--- MOAR RANGE 85/85 Wind Extra range 36/36 ????????? (2nd test had it do 73/73. There is a bug with martial lawbreaker maybe?))
--- MOAR RANGE 85/85
Lightning Crit 73/73 (crit did 91/91?)
--- MOAR RANGE 85/85 (crit did 106/106?)
Bug; This is a mostly alright setting, however ther was an issue with the wind enchantment causing it to do 36/36, then next test do 73/73. Odd. Might be an issue with Martial Law Breaker, I got this a few times on the main server whenever I was testing shinken with a bow, it would occasionally bug out and do less. Can't get it to repeat on command, so something is off.
Thousand Stab
1000 Stab 22 per it seems like
---Charged 28 per it seems like
Fire 22 per hit (5 fire)
--- 28 per hit (5 fire)
Earth 22 per hit (5 earth)
--- 28 per hit (5 earth)
Ice 22 per hit (5 ice)
--- 28 per hit (5 ice)
Wind 22 per hit (5 wind)
--- 28 per hit (5 wind) Lightning 22 per hit (5 lightning) (cannot crit?)
--- 28 per hit (5 lightning) (cannot crit?)
Bug; This is mostly alright. However I couldn't get the lightning version of it to crit. Is this a bug or intentional?
Bug; This is mostly alright. However I couldn't get the lightning version of it to crit. Is this a bug or intentional?
Retreating Swipe
Retreating Swipe 157
---Charged (more jumpback) 181
Fire (Fire tiles in targetted location) 157 (5 fire damage per cinder)
--- (more jumpback) (Fire tiles in targetted location) 181 (5 fire damage per cinder)
Earth 166 --- (more jumpback) 166
Ice (ice tiles in targetted location) 157
--- (more jumpback) (ice tiles in targetted location) 181
Wind (more jumpback) 157
--- (even more jumpback) 181
Lightning (can crit) 157 (crit did 195?)
--- (more jumpback) (can crit) 181 (crit did 226?)
Bug 1: Galren Enchant does not seem to actually give extra damage upon a charging strike, making it deal extraordinarily lower damage in comparison. Could be that the bonus to power that it gets from rank is overwriting the bonus to power charging strike gives.
Sorry if it was a bit longwinded, I tested all of these out rather thoroughly. Thank you for your time.
Gun scaling has gone wonky once again. Akimbo shots are doing full damage, and the portion of the calculations that divides damage by rounds doesn't seem to be working as intended. Quickdraw, when going second, shot this arena Combatant three times. It procced Akimbo twice.
Phenex Mobster attacks Onigan Arena Combatant with Quickdraw and hits them!
Onigan Arena Combatant takes 68 Pierce damage.
Phenex Mobster attacks Onigan Arena Combatant with Autopistol and hits them!
Onigan Arena Combatant takes 62 Pierce damage.
Phenex Mobster attacks Onigan Arena Combatant with Quickdraw and hits them!
Onigan Arena Combatant takes 68 Pierce damage.
Phenex Mobster attacks Onigan Arena Combatant with Autopistol and hits them!
Onigan Arena Combatant takes 62 Pierce damage.
Phenex Mobster attacks Onigan Arena Combatant with Quickdraw and hits them!
Onigan Arena Combatant takes 68 Pierce damage.
When going first, the Quickdraw fired an additional 4 rounds.
Phenex Mobster attacks Onigan Arena Combatant with Quickdraw and hits them!
Onigan Arena Combatant takes 58 Pierce damage.
Critical Hit! Phenex Mobster attacks Onigan Arena Combatant with Autopistol and hits them!
Onigan Arena Combatant takes 99 Pierce damage.
The battle has ended.
This was tested on Arena Combatants with a Quickdraw main hand, and Autopistol off hand.
Fire Breath's damage is pretty puny the way it is right now because % reduction and passive 10% Fire Resist from talents only.
Character LV + Sanctity? I've tested it with 80 SAN and LV60, supposed to do 140 Fire Damage, right? No, the max damage I could do against someone with 15 RES was what, 33 Fire Damage? That without Evasion or Wraithguard. (And I will do it again and post a screenie if requested.)
Suggestion is to make VIT play some part on it again, like, 125% VIT, 100% SAN and Character LV, so it fits in balanced builds.
So, since Expanding Ice got nerfed (which was fine), there needs to actually be a bit of a change to the Fox tree.
Namely that most of it doesn't actually do that much damage for the momentum cost and FP cost tied with it.
They all, at max rank, cost 42 FP.
Icicle Spear 90% Ice Atk, 110% Scaled Wpn Atk (9 momentum to use, 62 fp total cost)
Crawling Spikes 110% Ice Atk, 90% Scaled Wpn Atk (3 momentum to use, 42 fp total cost)
Expanding Ice 110% Ice Atk, 110% Scaled Wpn Atk (6 momentum to use, or a friend, 42 fp + extra cost for ice tiles)
This is all fine and dandy, however they do not, in any way shape or form, warrant 42 FP. Icicle spear alone requires you to have an Ice Point Guard, which requires you to have an Ice Point summoned. This can be done by using the actual skill, or using crawling spikes. One of these is heavily FP intensive, and will make you cry to yourself, the other is still as bad.
Crawling spikes is, arguably, the least momentum intensive to use, but also the weakest one on the list due to weapon scaling on most fists being pretty good to use, so 90% is a definite drawback for 10% ice atk. It has no momentum requirement set up, and can save you 3M to cast Icicle spear with it's Ice Point at the end, however it is still way too costly for what it actually does.
Expanding ice, before the nerf, needed this FP cost. Now though, it does about the same damage as other promotion class skills (or even less damage), costs about twice as much, and doesn't really have anything to note besides "it makes ice gud" and causes a bit of a field hazard (which other skills could make better, for much less cost).
How does their damage compare to other promotion class skills? Well I'm glad you didn't ask!
Spoiler because I'm going to list a few.
Verglas
Rising Kick 120% wpn atk, 16 fp, makes self airborne
Point Kick 120% wpn atk, 16 fp, makes enemy airborne
Cold Front 120% wpn atk, 16 fp, kicks people around, can deal more damage if they hit an ice point
Axe Kick 120% wpn atk, 22 fp, If you are airborne KD target
Face Stomp 160% wpn atk, 22 fp, only usable if target has KD status. Cures KD.
Monk
Dense Thunder, 110% wpn atk, 14 fp, consumes 10 ki if available to KD
Sky Chariot, 130% wpn atk, 18 fp, consumes 6 ki if available to soften the target (-6 def/res) for 3 rounds
Setting Sun, 90% wpn atk, 18 fp, consumes 4 ki if available to add 100% fire atk
Dragon Gale, 90% wpn atk, 24 fp, consumes 6 ki if available to add 100% wind atk and KB 3 tiles
Terra Strike, 90% wpn atk, 22 fp, consumes 6 ki if available to add 100% earth atk and magnetize foes. (AoE; circle 2)
KADOUHA, 100% light atk, 90% wpn atk, 38 fp, consumes all available ki to mess some people up in a nice big line attack
Kensei
Kagekiri, 115% wpn atk, 22 fp, Basically sidecut but can't crit. Elemental Impact
Toiken, 115% wpn atk, 22 fp, Nice crescent AoE that's pretty big. Elemental Impact
Hirazuki, 115% wpn atk, 22 fp, Arguably worse than Kagekiri, but pushes someone along a line. Elemental Impact
Raijenken, 115% wpn atk, 22 fp, Everyone involved goes airborne.
Sharenzan, 115% wpn atk, 22 fp, Knocks back 3 tiles, if you are airborne the damage is 1.25x, if they are, they also get KD status.
Hexer
Black Bubble, 100% scaled wpn atk, 70% dark/water atk, 27 fp, Dark water, decent sized AoE, Silence affliction chance
Underworld Flame, 100% scaled wpn atk, 70% dark/fire atk, 27 fp, Burn affliction chance, Single target
Wretched Oil, 100% wpn atk, 70% dark/earth atk, 40 fp, Mapwide AoE, poison affliction chance within 5 range
Fleeting Spectres, 100% wpn atk, 70% dark/wind atk, 30 fp, Cardinal Directions, fear affliction chance
Black Static, 100% wpn atk, 70% dark/lightning atk, 22 fp, circle 2 on self, interference affliction chance
The only thing that comes even remotely close to the FP cost of the Fox tree skills is a map wide AoE that does just about as much damage as Expanding ice does, doesn't require you to have any prior set up, and can poison anyone who's near you... So...
Can the fox tree skills get brought down in FP cost in relation to how much momentum they actually require to use? If that's asking too much, buffing up the damage would be the next (best) step. Thank you.
I've mentioned this offhand in a different thread before, but one of the most unique and interesting components of Verglas has died from the scaling revamp. Before, you had three trees that focused on a different main stat. People could opt to do well in one or two, and some pretty crafty people managed to make use of all three, but the distinction was always present. Now, the 'three trees' feel a whole lot more like the same attacks with very few exceptions.
Seeing as most fists scale with strength, having that stat makes you good at everything Verglas has. The purpose behind Bear's Might, Fox's Cunning, and Hare's Agility is all but lost -- they're essentially just good passive stat boosters with no impact on how you play the class. The only differentiation that remains is when leveraging Chimera Style; which almost always boils down to Rising Kick, Axe Kick, Face Stomp/Rapid kick, or using Crane Hop Axe Kick + A different skill.
People might disagree, but I strongly believe all of the Verglas offensive skills should retain special scaling for their associated stat. Because as of right now, every Verglas who takes Strength and Skill is doing everything better than someone with high Celerity or Will.
Dev, the test server wont save anything right? I'd like you to add in the ability to give youkai exp so I can test the effects of how leveling works with them after how the last ones turned out, because with the current exp system it'll take days... and we cant wait that long.
So, i'm not quite sure of everything going on in the back but i'll just ask, can we get an update to the contract list too so it won't confuse newer players? Maybe some updates to their skill descriptions so we can know the scaling on them as well? This is just quality of life stuff for people... Since the list does not show the additional stats for them.
So, I'm not sure if I just have to relevel my youkai or not, but if I do, I will, just the fact that SOME of the stats on most of my youkai are reaaaally not level 53+ tier, unless some of them are MEANT to be this low, posting snapshots now to show what I mean.
This is the only one that seems about right to me... Could be wrong but doesent hurt to add it.
https://gyazo.com/cfe905fe499aeff50ab92aef73d61bac
If i'm wrong about this being a bug, let me know, but it's just a little odd that the fairies would only have around 170 hp at those levels and others having no defensive measures whatsoever.