Elemental sundering, mechanics clarification request
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So, there's this skill with pretty mid damage scaling, horrendous attack speed, which is a melee skill, but hits out quite far.
So how does it actually work? I emailed GGG and asked for clarifications and got automated message that they can't answer this. So here it goes. Is the melee damage applied to the nova damage? Is every explosion (assuming multiple ailments on enemy) calculated independently or based off a base "melee hit". If it is independently, how does accuracy work? Does it inherent the melee accuracy, or is it the range of the target compared to you at the time of the explosion? And finally, what's the order of ailments in which they are consumed? Furthermore, what (if there is any logic to it) is the order of elements being hit. Say you are a blood mage with the "all damage contributes to bleeding", but 0% chance to bleed yourself and the enemy has the following debuffs on it: - 10 stacks of incision - frozen - shocked - ignited Normally this would mean that only the first hit (cold, fire, or lightning) would consume the 10 stacks of incision and apply the bleed, hence my question for the order of this, as the incisions become consumed when they are used to form a bleed. Or does the order not matter here and the hit again just gets calculated once and then the enemy debuffs get looked at only once, thus applying the 10 stacks of incision to each of the elemental hits from this skill? In the same sense, why is suggested skills for this "close combat", when I can stab the ground 5m next to a mob and it'll still consume the ailment, how does that work? This is one more reason we need target dummy (dummies) in the game to test this kind of stuff and super cheap respecs, to ... you know ... beta test the game. Or a dev can come in and answer, as trying to work with a skill that has more unknowns compared to known interactions is extremely tedious and does not respect the player's time. Last bumped on Jan 7, 2026, 8:34:58 AM
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" Independently applied "attack damage" for each ailment consumed. Can be increased by "attack damage" or related "elemental damage" type. " It takes your main hand accuracy into account, which is melee accuracy, just like many other melee skills. " I believe it follows the order of implementation, which means if you apply ignite first and then shock, it will start with the ignite. Didn't test this one so this is just an observation value. " For each target, the entire stack will be consumed in the first explosion. " It forces you to stay close to your opponent for the risk/value exchange. [Removed by Support] Neden yaşıyorsun? Last edited by CoryA_GGG#0000 on Jan 7, 2026, 8:24:13 AM
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" I have noted from my testing that no matter what, freeze seems to be consumed last, however I haven't tested it ever with electrocute (as you can't have those together with freeze anyway). " Yeah but does it calculate the value from the melee stab and applies that to the whole nova, or is each nova calculated independently, making close combat literally one of the worst supports for this skill at all. --- Overall same as original post, too much unknowns to properly work with a skill to make it useful. |
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