Short Questions Thread

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altoiddealer
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I got to 150 by playing in as many 4p+ games as possible. Helps if you can solo T11+ in those games
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godoffails
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altoiddealer wrote:I got to 150 by playing in as many 4p+ games as possible. Helps if you can solo T11+ in those games


Do you remember how many exp/mob you get in those 4p+ games?
When lvl145 to 149 in lab11+.

You dont get any exp alone in lab11 to 15?
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altoiddealer
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godoffails wrote:
altoiddealer wrote:I got to 150 by playing in as many 4p+ games as possible. Helps if you can solo T11+ in those games


Do you remember how many exp/mob you get in those 4p+ games?
When lvl145 to 149 in lab11+.

You dont get any exp alone in lab11 to 15?

If memory serves me right, at lvl 145 I’d get about 1/3 to 1/2 bar if I solo’d T11 in a 3p or 4p game. I would get less XP if I solo’d T15, but still “good XP”… 15 stones are unfortunately few and far between, though. When I was lvl 149 and pushing for 150 I would ideally solo T14 in 3p or 4p games, which was relatively safe and would move the bar about 1/6. I lvl’d up to 150 in a 6p T14, which I solo’d most of after m8s perished
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godoffails
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Ty, that's a lot of labs to do.

Better don't die to get new stones (-:
tempmail
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1) Does wolf companions hunter's mark work in labs?
2) Also, does screaming eagle and hunter mark overwrite each other or do they work together?
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Jampula
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tempmail wrote:1) Does wolf companions hunter's mark work in labs?
2) Also, does screaming eagle and hunter mark overwrite each other or do they work together?

2) Screaming Eagle is a curse, Hunters Mark a debuff so yes, they work. Don't know about higher labs, but as sorcs Force Blast works I see no reason why screaming eagle wouldnt.
Marrt
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Jampula wrote:
tempmail wrote:1) Does wolf companions hunter's mark work in labs?
2) Also, does screaming eagle and hunter mark overwrite each other or do they work together?

2) Screaming Eagle is a curse, Hunters Mark a debuff so yes, they work. Don't know about higher labs, but as sorcs Force Blast works I see no reason why screaming eagle wouldnt.

Force Blast is definitely debuff. Curses won't work in high labs, so if Screaming Eagle is curse, then it won't work. Hunter's Mark sounds like a debuff, so it should work in labs, and they should work together outside. Someone can correct that if it's wrong though.
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altoiddealer
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Hunter’s Mark does not work in upper labs. Ben confirmed this with me on discord. Screaming Eagle seems to work(?) Maybe it just plays the animation and I’ve been duped into thinking it was working?
CorralTheTroops
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I have some questions;

1) Can someone clarify for me which modifiers are additive with each other and which ones are multiplicative? I'm specifically interested in caster stats, but I would love a resource that explains all of it even for weapons.

w.r.t the above; From my understanding,

(Spell damage [same as elemental spell damage]) * relative pierce * spell focus mod * total damage [example: malevolence SU]
How much can pierce affect enemy resistances? What are the relevant caps?

2) Also I recall reading that Frostclaw totem got a small aoe added to its attack in addition to the pierce it has (but can't find it in any patch notes), can someone confirm/deny?

3) Does the veil king relic make the veil king summon literally immortal? 75% base dr + 25% from relic.

4) Is there a proc that Totems can use? Like "on death blow"? Do they inherit reanimates?

5) Do the fireheart totem projectiles have a splash?

6) Is there a convenient way to cheat in Single Player to be able to learn things like skill scaling with soft points and testing items like Jinn relic (how much does the ele pierce and +max res mod change from their aura?) The wiki is quite good and has the details of how a skill works and an image, but I want to know numbers of the scaling.
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Scalewinged
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CorralTheTroops wrote:.....

1) (Base damage of spell * (1+energy/spellfocus synergy + synegy damage bonus added by some skills) * (1+spell damage from items + spell damage from skills)) * (1+totaldamage from orange texts on items).
And then all this at end getting multiplied by first: damage divisor AND/OR elemental absorb, and second: resistances of target after applying pierce(1-target resist+total pierce on gear and skills)).

For example:
:arrow: You have 100 base damage of fireball, maxed spellfocus synergy (200%), 500 fire spell damage, 149 fire pierce, witchblood giving 50% spell damage and somehow incarnation giving 100% spell damage.
:arrow: Your target iiiiiiss.... Samael: 99 fire res and 50 damage divisor.
(100*(1+2+0,5)*(1+5+1))*1=100*3,5*7=2450
2450/50*(1-0,99+1,49)=49*1,5=73,5
Means your final damage dealt by fireball will be 73,5

Tldr: first applied spell focus and energy, then spell damage, then total damage if have any, then pierce... but note that some skills spell damage is additive to synergy part while others equal to item spell damage

2) Frostclaw have small AoE. Ez notable in very crowded places with monsters having small hitbos like cows - single totem can kill few cows in one shot.

3) 25% from relic is different modifier to existing resists on him so if he have 75% phys res (which was reduced iirc) - he would have effective phys res of just 81,25%

4) Totems inheritc just what pointed in Totemic mastery description and they don't proc anything (even tho they're spells, but behave like summons)

5) Not sure but if they do - there's very small splash.

6) There're no cheats allowed, but for testing purposes you can have free respec from MXL offline tools. Additionally synergy per base point is writen down on the skill itself.