I have 100 power and the slash deals only 89 per tick
I think it having reduced power scaling is part of the issue ngl
But uh yeah that would mean colossal cleave does like 50 base dmg per tick (whatever the vertical slash is called)
76 power is 1.36x damage, and it’s independent from the damage formula with power. This is NPC testing though.
Calculation checks out.
159 Power (base) + 42 = 201 Power
201 / 2 = 100.5 Power
100.5 Power * 0.6 = 60.3
60.3 * 1.36 = 82.008 (or just 82 damage)
I think it’s something like, 50% scaling on top of 60% damage per hit.
So base at level 140 (no armor stats) should be around 47 or 48 damage (idk if the final hit does full damage or not, it probably does).
i think it’s most useful when u cast it after a retreating target
Pretty sure most people dash sideways instead of backwards in a fight. Only reason they’d do that is if you’re using an AOE, which, in that case you’re already dealing with endlag and can’t capitalize on it.
people don’t dash sideways when retreating
Okay this is so confusing for me
I was doing a hypothetical scenario following the formula, where I’d have 35% armor piercing, enemy has 900 defense, then a total of 2100 hp
Am I missing something or…?
Add a 1 and you get your multiplier.
Who cares, it’s cool
Also 1.3 damage with 1.0 size when tempered which is funny
Probably, although that’s assuming 200 damage after all the other calculations. AP I think applies last in terms of the damage formula.
Part of me really doesn’t want to disarm it because the way disarming works right now makes me feel like I’m going to need to re-farm it later.
2 of those skills are also on the atlantian greatsword, the ult art is maybe different but either way ao is a long way from hybrids having like 200 in each stat
By then it’ll become not only easier to get since evander will get fixed but also it’ll be more common among players
I like it but the damage pulses are hard to stack up. I find it best to focus on landing the final explosion rather than trying to hit multiple times. Doing this makes it only good at range but it sucks close range. Running an AoE build seems to work the best as it “helps” the damage pulses overlap due to shear size.
Honestly, it is a mid ability at best, at worst it is a pulsar that misses 75% of its damage when used. My only suggestion would be to add a knockback effect to it so it pushes enemies into the next pulse.
I’m honestly really surprised no one has talked about this (as far as I know). Like, it’s likely that for sunken weapons in the future, we’ll have to re farm them to get the future skills they have planned
this is good, if they make the slash detonate on impact it’d be just a glorified flying slash
I’d suggest it should detonate upon hitting really tough stuff like the ground in some situations. But then that’d probably open up the door for it clipping the floor and detonating too early.