Use this thread to provide specific feedback about this Epic Destiny! General Epic Destiny feedback should be keep to the main Epic Destiny thread.
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Use this thread to provide specific feedback about this Epic Destiny! General Epic Destiny feedback should be keep to the main Epic Destiny thread.
I was just running my Druid with the Fury of the Wild Epic Destiny and was checking out Fury Made Placid... Like a moron, I forgot to check it out without a form going, but in Winter Wolf, Dire Bear, Water Elemental and Fire Elemental, I got the +6 to Wisdom as well as the healing, but I witnessed no paralysis at all (and I was getting seriously wailed on lol). Not sure if this is a bug or if I just never landed in the 20% zone...
Can anyone confirm a few things about this destiny? I am unable to test stuff atm.
Innate: You gain +1 damage per level of fury of the wild.
Is this working for mainhand, offhand and doublestrike attacks?
How many total uses of Adrenaline do you have at tier 6? I saw this destiny in the destiny compendium thread but I think there are some typos in there. Is it 5 total or 15?
Unstoppable Fury (required 4 - No prereq) (3 ranks - 1 AP): (Passive) While raged when you miss with a melee attack, gain +1 attack for 20s. Can stack 3 times. Only loses 1 stack each 20s.
Why was this nerfed? Used to be +2 per stack. 3 ap for +3 to hit is pretty bad. Or can something else be added here this is just lacking.
Ward against Weird (required 8 - No prereq) (3 ranks - 1 AP): (Passive) 30 spell resistance when you are injured
What is the spell resistance at rank 3? and does this stack with the grandmaster of flowers enhancement granting additional spell resistance?
Sense Weakness (required 4 - Prereq: Acute instinct) (3 ranks - 1 AP): (Passive). You deal [10/20/30]% extra damage to helpless targets. Your melee attacks deal [1d8/1d8/1d8] extra damage to enemies below 75% HP, [0/1d15/1d12] extra damage to enemies below 50% HP, and [0/0/1d20] extra damage to enemies below 25% HP. These are cumulative.
Can someone check to see that the bonus damage here works on mainhand, offhand, and doublestrike attacks please?
Unbridled Fury (required 20 - No prereq) (1 rank - 2 AP): (Active Cooldown: 5mins) Every three seconds, for thirty seconds, you gain Adrenaline Overload: Your next attack deals +400% damage and has +16 critical threat range and confirmation of critical hits. While this is active and you fight with a two handed weapon, Glancing Blows produced on enemies around you when you stand still and attack deal +100% damage and have 100% chance of triggering weapon effects. You gain the feats Two-Handed Fighting, Improved Two-Handed Fighting, and Greater Two-Handed Fighting for the duration. Requires and consumes 10 Fury. You gain 1 Fury each time you vorpal with a melee attack (roll a natural 20 and confirm the critical hit)
Is there any way to set this to work with your mainhand weapon? This way it would work with 2h, 2wf, and sword and board. Forcing people to carry around a 2h weapon for one skill is bad design.
Yes, as well as critical hits.
Not sure where someone would have got 15 from. It's 5, +1 more maximum if you take Fury Eternal (and the ability to regenerate them).Quote:
How many total uses of Adrenaline do you have at tier 6? I saw this destiny in the destiny compendium thread but I think there are some typos in there. Is it 5 total or 15?
It's up to +9 fully stacked for 3 AP. That's still a lot of to-hit.Quote:
Unstoppable Fury (required 4 - No prereq) (3 ranks - 1 AP): (Passive) While raged when you miss with a melee attack, gain +1 attack for 20s. Can stack 3 times. Only loses 1 stack each 20s.
Why was this nerfed? Used to be +2 per stack. 3 ap for +3 to hit is pretty bad. Or can something else be added here this is just lacking.
It should work with all of these.Quote:
Sense Weakness (required 4 - Prereq: Acute instinct) (3 ranks - 1 AP): (Passive). You deal [10/20/30]% extra damage to helpless targets. Your melee attacks deal [1d8/1d8/1d8] extra damage to enemies below 75% HP, [0/1d15/1d12] extra damage to enemies below 50% HP, and [0/0/1d20] extra damage to enemies below 25% HP. These are cumulative.
Can someone check to see that the bonus damage here works on mainhand, offhand, and doublestrike attacks please?
The most important part, the Adrenaline, works with any mainhand weapon.Quote:
Unbridled Fury (required 20 - No prereq) (1 rank - 2 AP): (Active Cooldown: 5mins) Every three seconds, for thirty seconds, you gain Adrenaline Overload: Your next attack deals +400% damage and has +16 critical threat range and confirmation of critical hits. While this is active and you fight with a two handed weapon, Glancing Blows produced on enemies around you when you stand still and attack deal +100% damage and have 100% chance of triggering weapon effects. You gain the feats Two-Handed Fighting, Improved Two-Handed Fighting, and Greater Two-Handed Fighting for the duration. Requires and consumes 10 Fury. You gain 1 Fury each time you vorpal with a melee attack (roll a natural 20 and confirm the critical hit)
Is there any way to set this to work with your mainhand weapon? This way it would work with 2h, 2wf, and sword and board. Forcing people to carry around a 2h weapon for one skill is bad design.
You do losing the Glancing Blow bonuses without a THF weapon, so you can choose to carry one if you want, but it's still pretty high extra damage without that. You get 11 nearly certain critical hits that deal x5 damage.
While I imagine many players might find this question rediculous, how should unbridaled fury interact with sword and board using a bastard sword or dwarven axe with the THF line, and the shield bashing stuff?
Things in need of clarification/investigation:
*How does adrenaline (overload) interact with doublestrike, with a doublestrike proc, will adrenaline apply to the doublestrike?
*How does adrenaline interact with manyshot, do you get adrenaline on one/all arrows of one manyshot attack?
*Does quickdraw reduce the activation time of adrenaline?
*Do the automatic adrenaline charges during the epic moment incur loss of attacks due to "activation"?
*What is the chance to regain adrenaline on a vorpal? 33%
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Some numbers on adrenaline overload, specifically in combination with exalted smite/divine sacrifice and a heavy pick.
Discounting everything but the smite itself;
500% base damage * (4 weapon multiplier + 2 exalted smite) multiplier * (1 mh + 0.13 ds) * 67 damage=2200
This is already in "the low thousands". Deathnip is effectively a vanilla +5 heavy pick as far as overload+smite is concerned, in case someone for some reason would examine the effects using deathnip.
A naked paladin with self buffs and a masterwork hpick will hit for 3.5k with exalted smite
A twinked and buffed pally with a +5 hpick will hit for 5k with esmite, 2.4k wwith d.sac
A character with similar stats (fully twinked + raid buffed) can hit for 3.7k with a twisted smite, assuming that the level bonus keeps going til 25 and not counting class bonuses. I.e. ~the same as the naked mw pick wielding paladin.
You can get comparable numbers with momentum swing, [edit:]not[/edit] against every mob in reach.Code:9ish str ((mh+oh)/2) + 1 lotd + 2 fb + 2 shintao + 4 claw + 8 PA + 3 df + 14ish songs/prayer + 6 fotw + 8 dmight + 67 smite + 5 enh + 12 seeker + 4.5 weapon + 4.5 deadly weapon/epic hpick = 150 base damage
150*5*6*1.13~5000
This is disregarding boosts/glancing blows/weapon effects.
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A paladin can have 5 class + 4 extra smite + 3(?) kotc + 3 twisted endless smites=15 uses of smite.
During the epic moment you gain 10 automatic adrenaline overload, add the 5 active use ones for 15.
15*5k=75k damage in 30s or 2500 dps
The naked paladin with a masterwork hpick will only manage 15*3.5k=52.5k or 1750 dps
This is ofc disregarding using damage boost, accounting for weapon effects or regular attacks.
Let me reiterate, a naked paladin with a masterwork hpick can activate the epic moment, do 15 attacks in 30s and then stand twiddling their thumb for some 100s and still end up at top of the line live dps.
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Estimating the overall benefit from regained adrenaline can be done as follows:
With a x3 multiplier and x5 base damage you get the equivalent to 15 regular hits.
Divide by the expected damage factoring crits (generally 1.15) and you get ~13
Subtract the number of attacks you loose through activation (1.2s*1.67aps) and you're left with ~11 attacks gained
You would expect 1 vorp in 20 hits on average, 11 gained/20=0.55 bonus
If the chance to gain an additional adrenaline is 50% you multiply the bonus by 50%, i.e. 0.275
To put it another way, you would expect to regain a adrenaline use every 20/0.5 attacks. You gain 11 attacks on use, 11/40=0.275 gain.
does adrenaline damage amp affect FB vicious damage or SA damage?
from early reports only one mob will get hit by the boosted damage in a cleave attack.
damage boost is additive (becomes 525% damage, not 500%*1.25=625%), haste boost does not affect adrenaline use (save for slightly higher recharge).
glancing blows are not affected by damage boost so they will most probably not be affected by adrenaline either since they are the same kind of bonus, ditto for weapon effects.
no he can't. he needs to hit first and even then he needs to confirm the critical hits. both things are not at all guaranteed in the new combat system, even for geared toons.
it is 33%.
One or two questions;
Acute instincts (required 4 - No prereq) (3 ranks - 1 AP): (Passive) While raged, you gain +[0/1/2] wisdom, +[2/4/6] balance, heal, listen, spot, search, concentration and +[1/2/3] saves vs. traps.
Does the 2 wisdom in that stack with items etc etc? (Edit: yes it does)
How does this work with ranged? while most effects in here are 'on melee attack' there is a few like Gird against Demons and Adrenaline Overload that say 'on attack' if these work with ranged I might just consider this destiny for one of my toons that melees most of the time but with a fair bit of ranged, while it's probably not higher dps than shiradi it sounds really fun :)(Edit: My character couldn't check this effectively so would be grateful of anyone who would.)
Also can Insult's tripple threat thing be activated, then adrenaline activated and both use the same attack? if so thats a nice opening combo.(Edit: Forgot to check but on adrenaline activation it gives you a few seconds of buff to use it, so I assume so)
Coolio, will ammend that then.
Yes, I'm well aware since vargouille pointed it out, that's the reason I no longer include it, since it's a relatively minor (5-6%) increase.
I do not claim that it would, although I had assumed adrenaline did affect base damage and through that glancing blows, good to know.
I was just pointing out that the total attack damage would be higher, it would however likely be negligibly higher which is why I didn't include it. (that and laziness)
You sure?
Smite should add 2x cha bonus and use the highest AB in the chain, shouldn't it?
So if you want to account for not missing this would very likely affect a overload smiter less than any other melee. Give me an example of one or a few encounters you would consider fair and I'll give you some real numbers.
I don't intend the naked mw wielder as a really relevant example, more as a illustration of the potential brokenness. Imo a naked mw wielder shouldn't be remotely close to putting out competitive dps even in a ideal scenario.
If we put it another way, should a first life character with the barest minimum of equipment be able to reach comparable damage output with a multi-TR bis character?
Thanks.
Then the constant benefit of adrenaline overload is approximately 18% attacks or more (depending on weapon/weapon style), slightly higher than the drenought gain with axes.
It was in market quests, normal and hard.
Edit: one thing Ill note is that I was using a bow and was noticing that point blank shots seemed to be effecting the grazing hits. I saw several grazing hits for 12-15 damage, the bow I was using was a store bought +1 acid longbow. I am curious to know if all +#[w] effects will add to grazing hits, or if Im just misunderstanding what its doing.
Doesn't work with handwraps (Edit: also only just noticed the tool-tip in the buff bar on the top of the screen says 1d4 not 1d8 for tier 1. Don't know if its true or not, didn't get a chance to test it. wish i had a ship dummy to mess around with lol)Quote:
Tunnel Vision (required 0 - No prereq) (3 ranks - 1 AP): (Passive) While raged melee attacks deal +1d8 extra damage, you gain +1 intimidate, +1 will saves and you lose -5AC and -10% fort
The extra damage doesn't work with wraps. Works with a quaterstaff so i know wraps are the problem. However the 30% extra to helpless seems to workQuote:
Sense Weakness (required 4 - Prereq: Acute instinct) (3 ranks - 1 AP): (Passive). You deal [10/20/30]% extra damage to helpless targets. Your melee attacks deal [1d8/1d8/1d8] extra damage to enemies below 75% HP, [0/1d15/1d12] extra damage to enemies below 50% HP, and [0/0/1d20] extra damage to enemies below 25% HP. These are cumulative.
Doesn't work with wraps, forgot to check with another weapon so might just not work at all.Quote:
Injury (required 4 - No prereq) (3 ranks - 1 AP): (Passive) While you are injured, enemies you damage in melee are shaken
The 400% damage applied, but I didn't get a single crit, used this affect twice. Both times with wraps, I didnt get unlucky either, got a (Combat): You attack Drow Archer. You roll a 13 (+41): you hit!, and still only got the 280 damage, no crit confirm roll or anything.Quote:
Unbridled Fury (required 20 - No prereq) (1 rank - 2 AP): (Active Cooldown: 5mins) Every three seconds, for thirty seconds, you gain Adrenaline Overload: Your next attack deals +400% damage and has +16 critical threat range and confirmation of critical hits. While this is active and you fight with a two handed weapon, Glancing Blows produced on enemies around you when you stand still and attack deal +100% damage and have 100% chance of triggering weapon effects. You gain the feats Two-Handed Fighting, Improved Two-Handed Fighting, and Greater Two-Handed Fighting for the duration. Requires and consumes 10 Fury. You gain 1 Fury each time you vorpal with a melee attack (roll a natural 20 and confirm the critical hit)
Also i have tier 2 of unstoppable fury, however upon rolling a 1 i got
(Combat): You are affected by wolf's unstoppable fury.
(Combat): +1 Attack
At tier 2 that should be +2 attack per tier.
Sorry I couldn't bug these in game, wasn't working.
Edit: the 'on rage' effects didnt work with the rage clicky from epic brawns. only worked with the primal scream for me
Edit: also, you know how we're supposed to end up with 6 adrenalines, well for some reason I had 7. Not complaining or anything but figured i'd say.
Got a question for developers ...
Is it WAI the possibility to twist the Action Boost Haste (should be tier3 or tier2 ability) from the Dreadnought Destiny into Barbarians with the Fury of the Wild? You know, probably barbarians with Haste Boost IV like ability weren't supposed to exist since that will make them superior to anything else melee wise, especially if you twist momentum swing and extra action boosts as well.