#Combat Flourishes (aka Mechanical Flourishes)
1 messages · Page 2 of 1
zelnorn takes up the flare slot, let it boost the AS/DS! Oh or make zelnorn flare extra AS/DS!
TD too!
I think boost supercharger is a better ask for boosting zelnorn
yeah, anything that isn't a flare but takes up the flare slot, FA makes it flare extra bonus
Supercharge probably already does?
As of one minute ago, it is!
Thank you! Will see how ranged feels — not sure if bug affected flare rates there. Thanks for your work on it!
Was anyone else hunting with a flare affinity’d runestaff previously? This change is amazing.
Going from like 1:8 to 1:5 or whatever it is now is so amazing. I might be the only person out there with FA on my staff… but I’m super happy now lol
I would like to request Grobey Shields (aka shield bracer) be allowed to accept least moods flourish now since it no longer has conflicting verbs and the readout on the voucher as to why it can’t be applied is silly… it says it cannot be added because the shield already has a GET verb
All items have a get verb.. don’t they? I’ll just locker my least mood voucher till I can use it…
Might be this one. That's a fluff script no?
https://discord.com/channels/226045346399256576/1273275053353734256
It isn’t getting the item, per se, it’s when a script intercepts getting the thing to do something.
Well how do we make this work?
burn it!
I can look at the script again, but if i am remembering right, the issue was that there wasn’t a way for least moods to know if the shield had been picked up, so it would never fire its ambients.
What’s that sir? <pulls out a comically large can of bug spray>
hey hey hey, slow down!
Well technically a shield can be worn too… why not have its ambients forever active?
I can code… you can code… let’s put our brains together and work a solution. There has to be something we can do. I can’t be the only one dying to install moods on my shield
make ezscript a flourish and then ezscript it
Ezscript what? The flag for holding the shield?
your grobey, then you can just write a lich script to do your ezscript actions on a random timer, everybody wins!
You just suggested the wish dot com least moods to me sir… I give you a B for creativity
Temu!
Even if we make Least work for grobey side A we have to make it work for grobey side B… I heard they are two items in one.
Let me help you with it… I’ll do whatever it takes.
$$$
What about moving blink from script to flourish? (And making it work with bard spells.)
I understand this is the place to request script updates to flourishes. If it hasn't been brought up already, I'd like to request greater moods be convertible to a flourish, like what was done with lesser>least moods.
Thanks!
Out of curiosity, did anyone end up choosing Summoning Lore Flares?
🦗
no summoning, but I am eventually thinking of doing religion now that that's an option
I am considering summoning lore in the long term on my bow since it's my designated undead killer anyway being a former GUB, but that will probably several DRs from now when I save up for the second active flourish unlock. It's currently Flare Affinity, and it feels like more value to keep FA active in the near term and instead I put Lore Flares - Earth on my secondary blink weapon. I'm glad for the option to toggle, but as of yet I'm too used to the boosted flares to forgo them. Not to mention I get double value from FA because I have the bane flares too. So until the bow can have both, it gets none
Holding out for manipulation, and the 2x flourish add is too rich for my blood.
I am receiving some feedback that it is confusing that Summoning Lore only works on undead and is a carbon copy of Religion, and I think this is very reasonable feedback
Make Summoning do all maybe? Like the elemental ones
fwiw, I don't understand from a lore perspective why summoning would only work on undead. But maybe I don't understand summoning. That said, they should rtm before buying.
yeah I'm not sure why summoning was originally chosen as the undead-only option - religion makes way more sense there
Is there something about summoning or religion that makes it worth losing benefits for half of the creatures?
Awesome, thanks
After hearing feedback from players the last few days. Summoning lore flares will be changed. They will work on all targets, not just on undead, and have reduced damage like elemental flares. The messaging will also be made distinct.
The damage type will remain plasma
Oof. That’s kind of a bummer for rangers in particular that were interested in the anti-undead version, due to restrictions on lore training. Because we can only 1x spiritual, there’s no viable way to go for religion lore to get the anti-undead version.
Thematically I think the change makes sense, but I think there are deeper implications.
Sounds like a great argument for 2x lores on semis!
One thought - what if it did more damage on undead than elemental flares, but less damage on living than elemental flares?
We're just talking hp damage from the dot? Not touching the initial flare crit?
Correct. Hypothetically
Can you also add in a message saying they're resisting some of the damage to add to the scroll? 😂
My initial thought is, if you're moving away from Summoning being related to undead, like Religion is related to undead ... just do it.
I would like that, but I am not the target market for this.
Regarding religion vs summoning, undead vs living: Elanthia lore goes both ways on this with Smite vs Bane already. Half the pantheon does more damage to undead (Smite), other half to living (Bane), and there are individual Akarti who are the reverse of their pantheon (Charl)
Well, I do still think that the theme pivot you have in place makes the most sense still. I don’t think summoning relates to undead vs living. My main hitch is that because these things are lore based, and intra-lore limitations are not equal, there are equity problems. Maybe that’s fine. There is some irony in the fact that in most cases it seems preferable to pick a lore flare that isn’t one of your class primary lores
IMO it's better to choose one that your class does not use. Like, as a Bard I would lean towards Air Lore because the ML:Telepathy would kill my ML:Manipulation benefits.
This is what I have done on my PC as well
I do like the more vs undead, less vs living/other suggestion, as it’s not a 50/50 split. There’s also elementsls, golem/constructs, demons, and probably more
Like I mentioned earlier, I went with rock (not on my bow) for that reason as well. But this change does totally nuke the plans I posted above. Certainly not the end of the world, just want to offer feedback. I just won’t double down on the undead killer aspect of my bow. At the end of the day I just want more flares, it’s okay if it’s not the most powerful option
I appreciate the feedback!
I’m just glad DotFlares were able to break out of their cage. I always wanted some, but RoTFlares never fit my character. Now there are options, and that is an absolute win
I assume it would be less powerful vs undead than religion like somewhere inbetween otherwise religion wouldn't make much sense
It's tough, because as time goes on and more folks acquire Summoning Lore Flares, it will be harder to change them (unless the change is purely a buff). So to some extent it makes sense to make the change sooner rather than later, if it is going to be made
Choosing a lore off-class does prevent conflict with training for your class, but it then limits the item to a capped character. There are solid benefits event at 25 ranks (or zero?). Mid level characters can enjoy the flare flair too
I mean, the limiting factor here is real life $. Spenders here surely have capped chars (probably a favorite), but lower level as well. There are no level requirements on these, right?
Correct - no level requirements
It won’t cease being amusing the entire thing was conceived as specifically a thematically appropriate matching script flare and given the chance players decided to spend a few million in enhancives and millions of exp in a skill that makes little to no sense thematically
Another thing to consider is that the base flare rate is 25% - for casting and swinging - which is much higher than the standard flare rate. So even without lores, it's a very strong flare compared to ordinary flares
Yup. But if you are 4x cap and have TPS with nothing else to spend them on... why not? (I have no one quadruple capped)
I personally would use one of the lores I have at a threshold available, but... these are at a pricepoint I can't justify or rationalize. My brain doesn't shut off at the math and currency conversions. That's my choice with my lifestyle and not a comment on anyone else. (Yet, if they were half the cost, I would have to try real hard... and probably fail... and not planning for something for next DR as a replacement for the holy fire flares I can never have on my paladin's main weapon)
And the next tier is at... 35 ranks or something for 50% flare rate?
36 - 33%
105 - 50%
Seems like the messaging changed from when the [pinned examples](#1271828082059382904 message) were shared:
... 25 points of damage!
Strong blow breaks neck!
The wart-covered vor'taz's horn dims as his lifeforce fades away.```
```The ground trembles violently, pelting an immense gold-bristled hinterboar again with heavy debris and stone!
... 5 points of damage!
Strike glances off the chest.
... 19 points of damage!```
I still dig it, only raising the point to make sure it's intentional
Yep, it got changed in QC. I should unpin that message... thank you for the heads up!
I think that what we're going to go with is that Summoning will summon a whip of plasma, hit all targets, and have reduced damage against living targets and increased damage against undead targets (but not as high as religion)
Something like this: A radiant mist surrounds a dark spikestar, unfurling into a whip of plasma that wreathes a giant rat in its sizzling embrace!
Can you provide a list of all the official names, messaging and damage types?
I'll update this: https://gswiki.play.net/Lore_Flares
Sounds like an excellent change/compromise.
Yep! I appreciate that. Just give me a bit of time to do so please
And to be clear, the damage increase/decrease will only affect the DoT - not the acute flare
I would personally prefer to see a different damage type, having two plasmas feels like it's leaving something on the table. BUT, I also have a goal of diversifying my own flare types so I admit that I'm likely biased on this matter. But I think it's a cool compromise nonetheless 👍
I’m not worried about the dot, so Air is best for me. Smack em all. The initial crit is going to be way more of my damage in general
there's what... 15 damage types or so.
Unless it’s a wyrm or invasion mob, etc, almost everything dies in a couple hits, so I won’t be seeing the DoT really
** A sickly green aura radiates from a ghezyte long bow with a thorn-carved scarlet despanal set in its limbs and seeps into a banded cave worm's wounds! **
** A sickly green aura radiates from a [WEAPON] and seeps into [VICTIM] wounds! **
Darkened sores form all over [TARGET], leaking ooze leaks from the fresh wounds.
[TARGET] skin cracks open and oozes an inky black ichor.
Rotting ulcers spread across [TARGET] body.
Abscesses drain a bloody yellow fluid across [TARGET] body.
[TARGET] loses [TARGET] balance.
Skin peels off [TARGET] body, exposing rotting flesh.
A fierce rash spreads across [TARGET] body.
Rotting skin falls from [TARGET] body in large flakes.
[TARGET] breathing appears to be labored.
Blisters form on [TARGET] skin and ooze a putrid dark yellow fluid.
Small pieces of flesh rot off [TARGET] body.
Necromancy + dot messages. weapon long is displayed in that flare message.
Woot, time to update my highlights.
I mean if you wanted to get super annoyingly complex for summoning in trying to differntiate it could do something like plasma against undead and i dunno, crush or impact on living
Man, thanks to this convo I've been mentally reviewing my damage type coverage - I have way more overlap that I thought. Current coverage on my ranger's gear is: fire (magma,firewheel,holy fire), lightning (firewheel), disruption (animal spirit, starsong), disintegration (bane), crush (water, air flares?), puncture (battle standard), impact (leg greaves), slash (slashing strikes), grapple (briar).
Missing acid, cold, slash, grapple, plasma, steam, vacuum, unbalance. I am a failure!
Also my air flares are crush damage, lulz.
** Chunks of earth violently orbit a perfect starsong warblade with a ribbon-wrapped mithril hilt, pelting a human thief with heavy debris and stone! **
Oh yes, it incorporates the entire long description. More words, more screen scroll! 
Availability
Lore Flares are available at Duskruin at upstairs HESS. Once purchased, the certificate can be TURNed to select the desired flare before applying to your armament via RAISE. Lore Flares work on runestaves, weapons, UCS gloves and UCS boots.
Flare Rate
Lore Rate
0 25%
36 33%
105 50%
171 100%
**DoT Damage Increase Thresholds: ** 10, 21, 36, 55, 78, 105, 136, 171
**DoT Extra Cycle Thresholds: ** 10, 21, 78, 136, 171
The above thresholds are all hard thresholds, with no gains in between thresholds.
Air
- Valid Targets: All Foes
- Initial Critical Damage: Vacuum
- DoT Damage Profile: Reduced Damage
A fierce whirlwind erupts around a coraesine spikestar, encircling a giant rat in a suffocating cyclone!
The cyclone whirls around a giant rat anew, a suffocating force of nature!
The cyclone surrounding a giant rat dissipates.
Earth
- Valid Targets: All Foes
- Initial Critical Damage: Impact
- DoT Damage Profile: Reduced Damage
Chunks of earth violently orbit a coraesine spikestar, pelting a giant rat with heavy debris and stone!
The ground trembles violently, pelting a giant rat again with heavy debris and stone!
The ground ceases its trembling around a giant rat.
Fire
- Valid Target: All Foes
- Initial Critical Damage: Heat
- DoT Damage Profile: Reduced Damage
A blazing inferno erupts around a coraesine spikestar, engulfing a giant rat and scorching everything in its wake!
The inferno blazing around a giant rat ignites anew, unleashing more waves of scorching heat!
The flames engulfing a giant rat burn themselves out.
Water
- Valid Targets: All Foes
- Initial Critical Damage: Krush
- DoT Damage Profile: Reduced Damage
A watery deluge erupts violently around a coraesine spikestar, crushing a giant rat with relentless force!
The water surrounding a giant rat churns anew, rough waters roiling towards it!
The water surrounding a giant rat evaporates into a fine mist.
Religion
- Valid Targets: Undead
- Initial Critical Damage: Plasma
- DoT Damage Profile: Full Damage
Divine flames kindle around a coraesine spikestar, leaping forth to engulf a wraith in a sacred inferno!
The sacred inferno surrounding a wraith ignites anew, searing it with divine fire!
The sacred flames around a wraith dim and extinguish.
Summoning
- Valid Targets: All Foes
- Initial Critical Damage: Plasma
- DoT Damage Profile: Unique (25% weaker than elemental flares against the living, 25% stronger than elemental flares against undead)
A radiant mist surrounds a coraesine spikestar, unfurling into a whip of plasma that wreathes a giant rat in its sizzling embrace!
The whip of plasma continues to wreathe a giant rat in its sizzling embrace!
The whip of plasma surrounding a giant rat unravels and dissolves into vapor.
Necromancy
- Valid Targets: Foes with Blood
- Initial Critical Damage: Disruption
- DoT Damage Profile: Full Damage (uses disease effect, so most damage is hidden)
A sickly green aura radiates from a coraesine spikestar and seeps into a giant rat's wounds!
<ongoing message is variable>
A giant rat suddenly looks much better.
Telepathy
- Valid Targets: Living Foes
- Initial Critical Damage: Puncture
- DoT Damage Profile: Full Damage
Rippling and half-seen, strands of psychic power unravel from the coraesine spikestar to strike at a giant rat!
Locked in mental durance, a giant rat is assailed by some unseen attack!
A giant rat appears less distracted by an unseen mental durance.
Lore Flares produce a single initial attack upon the flare triggering, followed by damage over time (DoT) that repeats approximately every 3 seconds.
This is not correct for all anyways. I only tested summoning, but the first dot tick is 2 seconds after the initial flare. Ticks 2-7 are 10 seconds apart.
I don't think any of them trigger every 3 seconds unless rot does, which ironically I haven't timed it.
COMBO BREAKER
damn it
I guess I'd better go with the [50 Earth from enhancives plus 20 Earth from Ascension] plan instead of the [50 Earth from Ascension plus 20 Earth from enhancives] plan I've been intending to run with for ages, since the latter might take another year and the former just takes silver.
Yeah I've already got some HESS nugget redemptions in for earth lore enhancives lol. Gonna be wearing a few runestaves on my ears!
Can head be horns? heh
I did need the three posts!
Hopefully someone will create a table so those are easier to compare...
coraesine spikestar good choice
That summoning change is pretty good looking at it.
A look of despair spreads across Nyxustest's face an instant before he turns and vomits noisily onto the ground.
Something is wrong with your clone.
green death got em
Cross posting, but there is now a large flourished table in test that has a certificate on it that can be used to try out lore flares. It's in TSC for landing
Flare Affinity and Rage Armor certs are now also available on the flourished table
This was some fun with 1106 on the test server - telepathy flares, summoning flares, fire flares, ensorcelling and battle standard Zelia flares all going off on a single cast: ```Your spell is ready.
You gesture at a lithe veiled sentinel.
You concentrate intently on a lithe veiled sentinel, and a pulse of pearlescent energy ripples toward her!
CS: +553 - TD: +417 + CvA: +25 + d125: +39 == +200
Warding failed!
The veiled sentinel shudders with severe convulsions as pearlescent ripples envelop her body.
The veiled sentinel is crushed for 50 points of damage!
... 20 points of damage!
Good blow to right arm!
... 20 points of damage!
Good blow to back!
** Necrotic energy from your storm surita runestaff overflows into you! **
You feel empowered!
** Rippling and half-seen, strands of psychic power unravel from the runestaff to strike at a lithe veiled sentinel! **
... 10 points of damage!
Well aimed shot almost removes an eye!
** A radiant mist surrounds a star-strewn storm surita runestaff capped with a golden glimaerstone, unfurling into a whip of plasma that wreathes a lithe veiled sentinel in its sizzling embrace! **
... 20 points of damage!
Intense arc of energy flays the veiled sentinel's arm to the bone!
The sentinel's bronze cutlass falls to the ground.
** A blazing inferno erupts around a star-strewn storm surita runestaff capped with a golden glimaerstone, engulfing a lithe veiled sentinel and scorching everything in its wake! **
... 1 point of damage!
Minor burns to left hand. Ouch.
** A bewildering frenzy of silver spins around the veiled sentinel in a dizzying assault, moon-bright and night-dark by turns! **
... 15 points of damage!
Burst of flames to left leg blackens kneecap.
Cast Roundtime 3 Seconds.
I'm going to hold out for the (hopefully) manipulation flares. But yeah the summoning is tempting now.
the flare rates based on lores the same for runestaves and melee weapons? Am I understanding that if I have 105 ranks in the matching lore I should have a 50% chance for the flare to activate on spells as well?
Yep, it's lore dependent, not weapon dependent.
Added DoT damage increase thresholds here
and DoT Extra Cycle Thresholds
I know RNG and all that, but its not feeling like 50% using spells
Elemental Lore - Water.............| 204 104
I guess I'm also making the assumption that like rot, its not breakpoints, but an even progression with 50% exactly being 105, and 104 being like 49 or whatever
So the there are 2 ticks of the dot with no lore?
Rotflares, notrot flares, and Lore Flares are all hard thresholds, with no benefit in between breakpoints
So you'll need one more rank to see the benefit
I'll add a note about that in my post
A translucent shell appears around the cerebralite, absorbing most of the blow.
The psychic energy surrounding a glistening cerebralite intensifies the attack!
... 10 points of damage!
... 29 points of damage!
The glistening cerebralite disintegrates into a festering puddle of viscous fluid.```
1210 amps every dot tick. If you're just looking to maximize spam. You're welcome.
Could you possibly work with HWs dev to allow some of these to work against the Wyrm o_o? Just seems weird that mind wrack works but the psychic lore flare doesn't >_>
hmm maybe I misunderstood what I'm reading on the wiki for Rotflares, or maybe its just wrong. Thank you for the clarification though!
I don't think anyone cares about the wyrm until its actual update for when gemstones are ready. Which i'm hopeful will remove "i'm immune to everything, including entire classes' forms of attacks, and have too much td to even be touched by most people even with exceptional gear" as a whole.
I think I need to educate myself more about the Wyrm's shield. I am using Summoning Lore Flares on the wyrm right now, and the shield is not appearing. I am not sure if this is intended or not.
Does plasma not typically proc the shield?
What does and does not proc the shield?
Here’s a mechanical question — will a character average more kills/faster by adding LoreFlares with no lore training, or adding FA? Which is the better mechanical add?
FA
It feels like it's been 6 months or so since the last test and things have changed a few times when it comes to the wyrm. The only thing that really worked was weapon damage from a warrior with 800-1000 AS.
A lot of the spells/flares/etc were either blocked, or heavily reduced in damage.
I'll keep at it for a bit longer, but I just bumped up to:
Elemental Lore - Water.............| 207 107
and I'm going 8-9 casts w/ hits without seeing flares
In test, with a tier 1 spore staff + douseflares
Just went 30 casts no flare.
I can barely process what happened in this one attack, lol
Oh wait it was 2. Way to much scroll. =p
Nyxus, are you able to tell, and share, whether firewheel flares have the same flare rate as standard flares, or whether the rate is reduced to accommodate for the chance for the double flare?
I ask because it’s relevant to the question of FA used on firewheel weapon.
Is the initial lore flare damage suppose to be this low? I have 171 telepathy lore. The DoT is solid but seeing mostly 1, 5, 10 dmg for the flare hit.
... 5 points of damage!
Minor puncture to the back.```
It should be able to be a Rank 1 - 9.
lol I died and I guess that maybe reset the script and now it seems to be flaring much more frequently
Douseflares, only one death required.
probably because I trained while holding the weapon out to reach the break point. I didn't stow it or anything to maybe refresh it checking? who knows
Could even be streaky GS RNG
I’d have to check, but I think it’s 1-7
I can check to see if I can share this!
Maybe rot flares are unique? I've gotten ranks 8 and 9 based on the damage.
Which is a good reason not to convert imo if lore flares are limited to rank 7. I should update my tracking to append crit rank to the damage.
As far as I can tell every base damage flare procs it. Mindwrack and intimidation don't. Pretty much anything that doesn't apply damage initially.
I've seen a few 25 dmg hits but the vast majority of the telepathy lore initial flare hits are dealing 5 to 10 damage. The initial damage feels weaker than the paladin standard.
Thanks for putting these back on test. flaring seems to be working just fine now. Greatly appreciate the information and availability to test provided before purchasing
Oh wait, the damage probably stinks because its using puncture critical table and certain mobs are fairly resistant to puncture. I was hunting in the hive and I think kiramon are pretty resistant to puncture damage
I was wondering about that, but I'm not familiar enough with them that I felt confident in suggesting it
Don't suppose telepathy could be changed to unbalance...?
Or maybe even grapple?
** Rippling and half-seen, strands of psychic power unravel from the mace to strike at a large mountain lion! **
Either of those make a bit more sense with the updated messaging and they're more neutral in creature resistance
Does the flare rate actually increase incrementally between those break points, or is it only when you reach the new point? Like, if you have 170 ranks instead of 171 - do you have 50% flare rate? Or somewhere in-between 50% and 100%?
no benefit between breakpoints:
#1271828082059382904 message
I should've searched more. Thanks, Ordim.
No worries, I just asked that while messing with them on test server right now. They are also back on test server at TSC on the table. If you mess with them, you might have to die to see the change in lores lol
Doesn't puncture have more kills than unbalance or grapple
Not sure, telepathy won't hurt undead though so Moonsedge is out. The best places in HW is out.
Category: Game Design Discussions
Topic: Creatures & Suggestions for New Creatures
Message #: 5572
Author: GS4-MESTYS
Date: 3/12/2010 11:05:18 PM
Subject: Puncture Immune No More.
After a fairly regular regimen of scoldings and beatings, creatures of Elanthia that formerly exhibited an immunity to puncture damage will do so no longer. These outright immunities have been replaced with resistances of varying magnitude, depending on the creature. In general, bony creatures and arachnids will be the most resistant to puncture damage, while other creatures with thick hides will be less resistant.```
So left with the hive.
I'm sticking with telepathy because I'm an empath and was already heavy into it for 1117, but I imagine most folks are going to choose a lore flare that suits their profession and hunting ground.
Definitely some interesting trade-offs.
Was the ship graveyard teased at Simucon going to be ascension capped or just a hunting zone? I want to say capped
Ascension capped
At least the wyrm isn't undead
damage_values = []
# Method to calculate the average of the damage values
def calculate_average(damage_values)
return 0 if damage_values.empty?
damage_values.sum / damage_values.size.to_f
end
# Loop to monitor game lines
while true
line = get
# Check if the line contains the "Rippling and half-seen" phrase
if line =~ /Rippling and half-seen, strands of psychic power unravel from the mace to strike at/
# The next line contains the damage number, so we need to capture that
damage_line = get
if damage_line =~ /\.\.\. (\d+) points? of damage!/
# Extract the damage number from the line
damage = damage_line.match(/\.\.\. (\d+) points? of damage!/)[1].to_i
# Add the damage to our array
damage_values << damage
# Calculate and display the average damage
average_damage = calculate_average(damage_values)
echo "New damage recorded: #{damage}. Current average damage: #{average_damage.round(2)}"
end
end
end```
I think this is working if anyone wants to track average damage of their flare line.
I'd prefer if the wyrm were undead, personally. Is there a way to summon it on the test server? Besides the "special" way from live.
I mean... You can make an Undead Wyrm, assuming you can kill one with a necro ring and it actually summons the spectral variant.
i just wanna say, it's really cool to actually have the full lore breakpoints/threshholds for these now, we've just mostly guessed things out with rotflares, but due to not actually being able to "see" the disease damage they've always been hard to know when the dots increased
They were wise to not release them, they know what you lot do with numbers XD
necromancy:
ABDOMEN:
- 60 => {:type=>"DISRUPTION", :location=>"ABDOMEN", :rank=>8, :damage=>60, :position=>nil,
:fatal=>true, :stunned=>0, :amputated=>false, :crippled=>false, :sleeping=>false,
:dazed=>false, :limb_favored=>false, :roundtime=>0, :silenced=>false, :slowed=>false,
:wound_rank=>3, :secondary_wound=>nil, :regex=>/.*?'s stomach rips through flesh
and explodes./}
LEFT_HAND:
- 30 => {:type=>"DISRUPTION", :location=>"LEFT_HAND", :rank=>6, :damage=>30, :position=>nil,
:fatal=>false, :stunned=>3, :amputated=>false, :crippled=>false, :sleeping=>false,
:dazed=>false, :limb_favored=>false, :roundtime=>0, :silenced=>false, :slowed=>false,
:wound_rank=>2, :secondary_wound=>nil, :regex=>/.*?'s thumb explodes in a shower
of flesh and bone fragments./}
Here's a rank 8 from rot. Updated the script to parse the crit line instead of guessing based off damage.
The breakpoints were confirmed by boss man back in 2015...
https://gswiki.play.net/Rotflares/saved_posts
Scroll all the way down.
Though the 105 was changed some time after that and not conveyed.
just some of them not all
I mean, all of them at the time, but the 136 changed to 105 at some point and wasn't. It's amusing to me that no one even knows when it was changed, dev included, based on the announcement they made.
i mean I bet it was always 105, and that original comment was wrong, because 136 is another dot increase
Could be.
Flare Affinity will be updated to provide +25 AS / +15 CS to acuity flares
You trying to bankrupt me?
could i get that for my non runestaff also?
Oof. Not sure I like including the long. I have a very few weapons with a long that are seen often enough to be noticed, but not repetitive in attacks and screen scroll.
20x acuity flares hmmmmmmmmm
those certs are still on test right? is there a cert to do the double combat flourishes out on test too?
[tracker: Average Damage: 12.51]
[tracker: Median Damage: 10.0]
[tracker: Standard Deviation: 8.2]
[tracker: Damage Distribution:]
[tracker: 0-9: 221 hits]
[tracker: 10-19: 235 hits]
[tracker: 20-29: 135 hits]
[tracker: 30-39: 35 hits]
[tracker: ]
[tracker: Telepathy dot Flare Statistics:]
[tracker: Average Damage: 80.04]
[tracker: Median Damage: 80]
[tracker: Standard Deviation: 8.24]
[tracker: Damage Distribution:]
[tracker: 60-69: 14 hits]
[tracker: 70-79: 29 hits]
[tracker: 80-89: 41 hits]
[tracker: 90-99: 15 hits]```
Put this in the wrong channel earlier. Some data on telepathy flares for those interested.
Meanwhile, I'm jonesing more than ever to get to 100% flare rate... 🤣
||Although, I admit, I'm having second thoughts about building out my Earth lore enhancive set... what if Blessings flares come out in February?!||
shocked there isn't a break point between 50 and 100, but I guess maybe thats kinda the point too
Dot damage increase thresholds are at 55 and 78, plus an extra cycle at 78
I guess this is only talking about this run, but I initially thought this being this was all they were planning, but maybe not.
Nyxus — Today at 3:20 PM
are all the lore flares available this run? are they coming back next run?
I can answer these two questions. Yes and yes. Note that there isn't a lore flare for every lore, e.g. a Demonology Lore Flare does not exist
I was thinking about if Blessings should be a copy as well, but I kind of liked some of the ideas that folks had for Blessings being distinct```
I'd actually be shocked if the rest of the lores don't get a flare next DR. My reading of the yes/yes was all the flares for this DR were available, and they would be back next DR.
yeah, re-reading it I think that's right
anyone buy the lore cert yet? does it let you pick religion?
Yep. Just TURN the cert until it shows Religion
when you get a second slot for flourish, do you get to pick what you want in there or you gotto buy it separately?
also, wiki here says summoning and religion are different now, did they get separated? thought they were gonna be clones: https://gswiki.play.net/Lore_Flares
lol. Brute is captain of being out of the loop.
#development-announcements message
always!
In the pins, too
It's like why LMGTFY was invented. I need that for GS.
I do see it, just double checking cause last I heard they were gonna be identical with summoning
i kinda prefer the summoning ones way more, religion not working on living is weak
Yep, then apparently enough feedback was raised as to how summoning didn't make sense as the anti-undead flare (it didn't) so it was moved to be the everything-normal like the elemental ones, but then somebody (me) raised a stink about how certain professions (rangers) can only 1x lores and thereby can't really opt into religion lore viably and thus don't get the choice of an anti-undead flavor, and this is the compromise that was struck.
summoning is just an objectively better flare right now
you pick religion, it only works on undead... and does less damage to undead than summoning... like what?
paladins and bards feel left out
Eh, it has tradeoffs. It's now the weakest of any vs the living (barring ones that can't hit living)
You're reading it wrong. Summoning does less than religion vs undead, and less than elemental vs living. It's the middle ground.
no it's not? religion is weaker vs the living cause it doesn't work at all... can't get lower than that
the second half of your sentence is wrong, may have typed it wrong, summoning does less than religion to undead
it literally says it does 25% more to undead
25% stronger than baseline, which is the elemental flares. I agree that the wording is confusing there though.
Thats comparing them to elemental. Not to religion.
#event-announcements message
Religion should read boosted damage instead of "full damage" IMO, and the elemental ones should read normal damage instead of reduced (they're the baseline)
I can see why the confusion, though. Edit: Yeah, either what Kaetel said or just change the Summoning line to say Altered Reduced Damage or something... 🤔
this is a convoluted way to describe them
They're kind of in a weird spot that was made to accommodate them.
20x acuity, dear god you're driving me to financial ruin 🥹
so "25% stronger vs undead" is somehow less than "full damage"? less by how much? how are you supposed to compare these
Air All Foes Vacuum Normal Damage
Earth All Foes Impact Normal Damage
Fire All Foes Heat Normal Damage
Water All Foes Krush Normal Damage
Summoning All Foes Plasma Unique Damage (25% weaker living, 25% stronger undead)
Religion Undead Foes Plasma Extra Damage
Telepathy Living Foes Puncture Extra Damage
Necromancy Foes with Blood Disruption Extra Damage (Using disease effect, hidden damage)```
^ This is how I would classify them
whats the difference between crush and krush
Undead target -> Religion -> Summoning -> Elemental
Living target -> Rot -> Elemental -> Summoning
Nothing. There's a discord theory that it was done to give a unique letter to designate them differently from cold.
I'm still not sure that quite solves it since it's not obvious that Unique Damage's percentages are operating on Normal Damage. "Altered Normal Damage" is awkward too, though, so I haven't thought of anything better. 🤔
how much more does religion do to undead vs summoning? it better be quite a bit to give up flares on the living entirely
oh yeah that sounds familiar now that you mention it
it would help it if was described in terms of % rather than arbitrary adjectives that don't correlate to anything
Yeah, I think the intial confusion is that because DotFlares originated from RotFlares, it is sort of posed as the baseline for the table you see on the wiki now. But with the summoning lore change it doesn't make nearly as much sense anymore
Also entirely possible that they're actually programmatically built as a reduced damage profile, and necromancy is in fact the baseline from which they're mathed 😆
Air, Earth, Fire, Water: Baseline Damage
Summoning: 75% Baseline Damage living, 125% Baseline Damage undead
Religion, Telepathy, Necromancy: Bonus Damage
(Assuming that's what "25% weaker" and "25%" stronger mean, anyway. Semantics can get off when language and math mix.)
what is "bonus damage"
Ah, so that's why psychic works on the wyrm. Its puncture damage.
Well, that's the problem: we have no idea because they've never told us. 🤣 (Or if they have, then I'm not aware.) They've just said it's more than the elemental flares.
Yeah all we've gotten are relative values.
Rotflares have two dots effectively, a disease effect that you can't see the numbers, and an obvious DoT like the rest
I'm trying to wrap my head around "bonus damage" vs "125% of normal damage" and why one would want to give up ALL flares on the living to pick the former.
hunting ground, favorite targets, class and access to lores. lotta factors.
we have no numbers to compare, this is just meaningless
To be clear, the difference in damage is purely the hp damage from the dot.
Because you have religion lore and not summoning? Or can get religion to 171 for the breakpoint but not summoning.
I want to hit everything too and don't care about the DoTs nearly as much as the initial hit anyway, so I'd never pick Religion/Telepathy/Necromancy lores myself.
It's true that people post rotflare clips that are way more impressive than anything I've ever seen from the elemental lores, but usually it only matters in the context of invasions or whatever. They shine in situations where the DoTs actually have time to fire off all their rounds (and possibly on multiple creatures at once) because everything has 5000 health and is uncrittable, not against normal creatures that die in 1-3 attacks.
in that case religion flares suck, end of story
dot doesn't matter anyway so just pick among air, water, earth, fire or summoning so they still work on everything for that initial 10% kill chance
just pick the lore that helps 515 to channel
you need open hand to channel
Runestaff users have an open hand
515 channel might be a special case
whats channeling going to do?
For a warding spell, the caster will be treated as if they were in offensive stance for the purposes of determining the bonus from channeling.
still won't channel without an open hand, pretty sure I tested it a while ago
What do you have in your left hand? Are you holding a shield? The bonus isn't something you see in the resolution formula, it's hidden.
yep shield user
Training in Air Lore provides a chance, based on a seed 1 summation of ranks, to cause an attack spell to be resolved using CHANNEL formulas (instead of a normal CAST) to determine damage or critical location. For a warding spell, the caster will be treated as if they were in offensive stance for the purposes of determining the bonus from channeling. (This effect is automatic and does not require the caster to manually CHANNEL, it simply converts a CAST to a CHANNEL.)since it doesn't require u to manually channel maybe it skips the open hand too Seeing an opportunity, you accelerate time and empower your spell! just look for message
shouldn't the messaging differ when it triggers? I've been at 106 air lore for years and never seen any different messaging
Seeing an opportunity, you accelerate time and empower your spell yeah that never happens
plus make sure the spell you're using could be channel
Wait, you're using runestaff shield?
i dont' wanna talk about it
and you don't always have to use a shield and runestaff so the bonus to channel is pretty huge especially for a cleric. getting air lore u don't lose out on much either and helps when you decide to use your 506 one day
Anyone with elemental lore flares able to test a lich script tracker please?
Well, if you're holding a shield, you aren't treated as one hand open, because it's not...
I can
it's not a walk in the park though to go 106->171... if religion flares worked like summoning I'd much rather just go with that
u probably won't even notice with rapid
when I finally got the breakpoint working, 50% felt pretty good
I like this wording
I think it’s more clear
can we have a mathematical relationship between "125% damage" and "boosted damage"?
u shop like a woman
it's a 1.4m bs add for me! gotto be sure it's worth it
why 1.4? u already have the affinity no?that 1m should include the lore
1m for slot +400k for loer flares?
affinity count as a flourish right? so the second one is the lore which should be included for 1m?
i don't think it does come with lore? at least the comments above said have to buy it separate
Yeah they're not feeling generous on this one.
I don't think there has been an official answer, but its assumed you don't get the flourish with the slot or it would say that
The unlock, unlocks you, not the weapon. So you can use it on any weapon with multiple flourishes. I may have read it wrong.
no way
plus someone may unlock it now in prep for next event like EG just in case someone drops a new flavor
is that confirmed NIsugi?
Ignore the martial knowledge thats a typo from the version of the wiki I'm looking at
Service: Add Second Active Combat Flourish```
clearly someone is going to have to buy it
I'll take donations from everyone and test it
Sorry about the confusion. The figurine adds a second combat flourish active slot. The second combat flourish slot must still be purchased separately
Yeah so 1.4m to add it total
hard for me to think, potential 20x acuity is hilarious but like... not actually all that useful, whereas I could fairly easily have 171 earth lore to go with my 171 necro
which is just so much more spam, I'll be getting real close to each cast being over a screen scroll
There are only so many lore items left in the shops, everyone trying to get to 171 by any means (Sylinar) necessary....
i'm a sorcerer, I can 2x sorc/ele/spirit lores
I'm going to work on the wiki entry for Flare Affinity.
Can you confirm ...
It works with the following Category B abilities:
Acuity Flares - Yes, new
Cold/Heat/Lightning/Air/Earth - Yes
Disruption/Disintegration/Dispel/Grapple/Plasma/Steam/Unbalance/Water - Yes
Death Flares - ?
Magma Flares - ?
Mana Flares - ?
Mechanical Flares (slash/puncture/crush) - ?
Psychic Flares - ?
Terror Flares - ?
It always was supposed to have worked with acuity in terms of flare rate. The only new aspect is the additional 5x boost on top. Same as the rest except death flares explicitely don't work, and magma is the same as the standard flares
Death - no
Everything else should be a yes for rate increase, but mana flares and psychic flares aren’t increased in potency I don’t believe
Is a faux pas to ask Nyxus whether he thinks Flare affinity is stronger than elemental lore flares?
yeah death it does nothing, mana is rate, psychic is rate, magma full, mech full
And it also increases the bane flare?
yes it affects bane flares per Estild
Increase in potency = boosting crit rank range from standard 1-7 to 5-9 (before padding)
[test: Average Damage: 12.25]
[test: Median Damage: 10.0]
[test: Standard Deviation: 8.05]
[test: Damage Distribution:]
[test: 0-9: 489 hits]
[test: 10-19: 547 hits]
[test: 20-29: 284 hits]
[test: 30-39: 77 hits]
[test: ]
[test: Telepathy dot Flare Statistics:]
[test: Average Damage: 80.66]
[test: Median Damage: 81.0]
[test: Standard Deviation: 8.0]
[test: Damage Distribution:]
[test: 60-69: 25 hits]
[test: 70-79: 81 hits]
[test: 80-89: 102 hits]
[test: 90-99: 36 hits]```
Currenct necromancy flares should be very similar to telepathy lore flares for dot damage right?
Yep
Death - no
why not super death?
It would destroy the loot.
if used on a player they can't log back in for 24 hours
Will the figurine return next DR do you know?
Seems like most things are alive . If I was to get Religion lores…. I need assurances they are OP against the undead . Underwriters want paperwork.
Question, and apologies if it has already been answered. Tried to get Flare Affinitiy last DR - but was not compatibile with Paladin Bonding (perhaps it came in as Sacred Flares?). Is it now possible to add Flare Affinity to Paladin bonded weapons?
I believe FA still does not work for the temporary-quasi-permanent flares of guiding light on pally bonds and bard sonic weapons. (I think it probably works if you have a regular Cat B flare on my paladin bonded weapon and didn't use guiding light... but why?)
Seems weird death flares don't even get a rate boost. Its a comedy option with many routes to achieve rapid hits for a near 100% flare rate in a round anyway.
Hey folks. Just a heads up, necromancy lore flares will be updated to use the normal lore flare DoT mechanics rather than a disease effect.
This began when I discovered that the disease effect only triggers every 30 seconds. So this change will update it to every 10 seconds. And the full damage will become visible.
This is a 3x increase in DPS for the DoT, but there is a niche downside. If you were to wait the wait the 10+ minutes for the disease to fully elapse, then the old disease damage would have done more total damage in some cases. Likely the creature would have been long dead before this would occur.
If anyone wants to revert their necromancy lore flares to rotflares to keep the disease effect, please let me know. I suspect that most folks will prefer the 10s tick with visible damage over the 30s tick with hidden damage.
The wyrm may be another case where the disease effect could be better, though the wyrm is subject to change so I wouldn’t bank on that.
as the wyrm turns
A reason not to convert! Yay
wow! this is great!
The fire giant champion glows a ruddy orange as the heat and flames wash over her!```
Fire giants be blocking everything
hmmm, I'm gonna have to think on the necro update, fairly sure it's a nerf in most use cases to what rotflares was before, due to it still getting the big initial disease hit early (2 seconds) even if you'd almost never get another tick
Yeah it's a big nerf imo. How many things do you fight for 10s+ ? Though I would love to see the damage.
i would guess, not very many
would generally prefer leaving it as-is, as we can't potentially add more flourishes + leave as is
I know the new formula is better on low-hp critters, so general hunting it's probably better vs the disease, but disease is better against higher hp stuff, so hard to really know
I would expect this if the random crit is fire. Are they blocking all of the crits though?
The initial tick will still be after 2s. This is true of all lore flares.
Rotflares: 2s, 30s, 30s, 30s, etc.
Lore Flares: 2s, 10s, 10s, 10s, etc.
yeah, but the initial tick of that disease is more than the 80ish damage that I've seen from the religion lore, on anything with >600hp
How much are you seeing from the initial tick of the disease? It should cap at 90, the same as Lore Flares
The damage formulas are identical
umm, I know that's not the case, based on when we were doing wyrm testing it was doing 1000's of damage in like a 60 second fight
Er, that sounds like a bug 🙂
The first tick is identical, but what about the 30s and 60s ticks? They scale with hp% no?
The 30s and 60s ticks are less than the first tick, because of how dissipation works
is it possible the disease is stacking? so the tick at 30s is doing like 30 hits of it?
we used to test this by hitting each other
So before we were told that the disease on rot does a lot more damage. Now you're saying the disease caps out at 90 dmg?
the disease when i was testing varied based on lore, at 171 it was in the 70s per round dissapting like 1 or 2 per
Just checked - old rotflares do not stack
hmm. very curious why it was doing so much on a boss critter
Yeah, that's puzzling for sure
there was some variance to the amount of disease though for some reason ; within 10 points
The only time that old rotflares should do more damage than new necromancy lore flares (after today's announced update) is if you wait 10+ minutes. And the new necromancy lore flares will have 3X higher DPS.
The wyrm might be an exception though, due to the shield
I'm not really all too concerned about the wyrm, since it is slated for a major revamp
Does the new necromancy lore also limit the initial crit to Rank 1-7 unlike the original rot that can do Rank 9?
Good question. The code for the initial crit is identical
don't nerf my 50 damage initial crit hits too pls haha
This seems more to compress the damage into a smaller time span and limit it to sub 10 minutes
I am wondering if ranks 8-9 were being seen on creatures that were vulnerable to disruption damage. Is that a thing?
I saw the telepathy lore sheet, and rotflares definitely can crit higher, they cap at 50 damage which I think is rank 9
If you want to check creatures I hunt the Atoll. They cap at 75 dmg, thought that was likely a suscept. Have many thousands 70 dmg hits.
Do you have a log clip of a rank 8 or rank 9 crit? I'd like to check it out. But the long story short is that the code for the initial crit is identical across lore flares and rotflares.
Forgive my ignorance of this part of the combat system, by the way 🙂
My rock flares have hit rank 9 crits on the initial
yeah let me find some
... 30 points of damage!
Vertebrae ripped from body! The halfling cannibal's head falls into shoulders.``` I think this is one
03:46:11: [tdusk]>fire #550974006
03:46:11: With lightning fast reflexes, you reach toward the faenor quiver strapped to your thigh and draw out a firewheel arrow, nocking it in your ghezyte long bow.
03:46:11: You take aim and fire a firewheel arrow at a scarred fire giant champion!
03:46:11: AS: +663 vs DS: +85 with AvD: +30 + d100 roll: +94 = +702
03:46:11: ... and hit for 275 points of damage!
03:46:11: Off-balance slash to the fire giant champion's left arm shatters her elbow.
03:46:11: *CRUNCH*
03:46:11: ** Necrotic energy from your ghezyte long bow overflows into you! **
03:46:11: You feel energized!
03:46:11: Nature's blessing of vitality departs as your strength returns to its previous state.
03:46:11: ** Cords of plasma-veined grey mist seep from your ghezyte long bow and entangle the fire giant champion, causing her to tremble violently! **
03:46:11: ** A sickly green aura radiates from a ghezyte long bow with a thorn-carved scarlet despanal set in its limbs and seeps into a scarred fire giant champion's wounds! **
03:46:11: ... 60 points of damage!
03:46:11: You send a blood clot to the fire giant champion's heart, causing massive damage.
03:46:11: [You have earned 60 prestige points.]
03:46:11: As the fire leaves her eyes, the fire giant champion cries out in pain one last time and expires.
03:46:11: A scarred fire giant champion appears to recover some strength.
03:46:11: A scarred fire giant champion appears less intimidated as a haze of grey mist rises from her and dissipates.
03:46:11: The arrow sticks in a scarred fire giant champion's left arm!
03:46:11: Roundtime: 3 sec.
03:46:11: Roundtime changed to 1 second.
... 50 points of damage!
Gaping hole punched through the gnoll ranger's stomach!
Cast Roundtime 3 Seconds.```
this was with converted necro flares, but not post the disease change
Let me see if I can recreate that with Necromancy Lore Flares
03:36:23: [tdusk]>fire #550923130
03:36:23: With lightning fast reflexes, you reach toward the faenor quiver strapped to your thigh and draw out a firewheel arrow, nocking it in your ghezyte long bow.
03:36:23: You take aim and fire a firewheel arrow at a thickset orc champion!
03:36:23: AS: +644 vs DS: +182 with AvD: +20 + d100 roll: +70 = +552
03:36:23: ... and hit for 114 points of damage!
03:36:23: Bladder impaled, what a mess!
03:36:23: An earthy, sweet aroma wafts from a thickset orc champion in a murky haze.
03:36:23: Vital energy infuses you, hastening your arcane reflexes!
03:36:23: ** Cords of plasma-veined grey mist seep from your ghezyte long bow and entangle the orc champion, causing her to tremble violently! **
03:36:23: ** A sickly green aura radiates from a ghezyte long bow with a thorn-carved scarlet despanal set in its limbs and seeps into a thickset orc champion's wounds! **
03:36:23: ... 70 points of damage!
03:36:23: Heart explodes rupturing the orc champion's chest.
03:36:23: [You have earned 55 prestige points.]
03:36:23: A thickset orc champion breathes her last gasp and dies.
03:36:23: A thickset orc champion appears to recover some strength.
03:36:23: A thickset orc champion appears less intimidated as a haze of grey mist rises from her and dissipates.
03:36:23: The arrow sticks in a thickset orc champion's abdomen!
03:36:23: Roundtime: 2 sec.
03:36:23: Roundtime changed to 1 second.
Theres an 8 and a 9
... 70 points of damage!
Blow to back removes the spinal column!```
... 60 points of damage!
The white-haired yeti's stomach rips through flesh and explodes.```
so seems like they are all using the same code if people are seeing the same thing with impact and such from rockflares
I can't share the code, but I promise it is identical 🙂
For that initial hit anyway
[flaretracker: Average Damage: 12.32]
[flaretracker: Median Damage: 10.0]
[flaretracker: Standard Deviation: 8.17]
[flaretracker: Damage Distribution:]
[flaretracker: 0-9: 762 hits]
[flaretracker: 10-19: 816 hits]
[flaretracker: 20-29: 436 hits]
[flaretracker: 30-39: 123 hits]
[flaretracker: ]
[flaretracker: Telepathy dot Flare Statistics:]
[flaretracker: Average Damage: 80.89]
[flaretracker: Median Damage: 81.0]
[flaretracker: Standard Deviation: 8.37]
[flaretracker: Damage Distribution:]
[flaretracker: 100+: 2 hits]
[flaretracker: 60-69: 36 hits]
[flaretracker: 70-79: 141 hits]
[flaretracker: 80-89: 150 hits]
[flaretracker: 90-99: 65 hits]```
Telepathy lore be slumming. Nothing over 35 period. The max hit is capped at 35.
it's probably crit randomization, if it deals a rank 7 that can be randomized up to 9 I believe right?
G>kill ranger
You swing a dagger at a gnoll ranger!
AS: +1078 vs DS: +49 with AvD: +23 + d100 roll: +12 = +1064
... and hit for 263 points of damage!
Wicked slash slices open the gnoll ranger's chest!
Heart and lungs pureed!
Sickening!
** A sickly green aura radiates from a dagger and seeps into a gnoll ranger's wounds! **
... 60 points of damage!
You send a blood clot to the gnoll ranger's heart, causing massive damage.
Roundtime: 12 sec.
G>
A gnoll ranger's breathing appears to be labored.
... 10 points of damage!
Side strike shoves the gnoll ranger several feet sideways.
... 81 points of damage!
Here is a rank 8 with Necromancy Lore Flares, and the new visible DoT damage
Nyxus when you get the necromancy lores settled could you take a peak at telepathy again? The initial hit seems to be the weakest out of every lore flare, all the elements beat it by a wide margin.
Sure. Is it weaker generally or just weaker against things that have puncture resistance?
Looking at damage alone for the initial hit isn't going to tell you much
Was the way the dots are displayed changed? I Thought the dot had 3 damage lines on the other flares
All the statistics I posted are from arena runs which has a wide variety of creatures.
[flaretracker: Telepathy lore Flare Statistics:]
[flaretracker: Average Damage: 12.32]
[flaretracker: Median Damage: 10.0]
[flaretracker: Standard Deviation: 8.17]
[flaretracker: Damage Distribution:]
[flaretracker: 0-9: 762 hits]
[flaretracker: 10-19: 816 hits]
[flaretracker: 20-29: 436 hits]
[flaretracker: 30-39: 123 hits]
yeah I see quite a few rank 8's 9's seem to be very rare, which makes me think it's doing a rank 7 then crit randomization happens, which can make it up and down
Meaning, puncture just do less damage per crit on average. But also, they have some of the lowest fatal crit thresholds
For example, a rank 9 puncture to the chest (fatal) is only 50 damage. Comparatively, a rank 9 impact to the chest (also fatal) is 70 damage
It should be the same as before. This is in live:
The cyclone whirls around a superbuff rat anew, a suffocating force of nature!
... 5 points of damage!
Legs wobble slightly!
... 29 points of damage!
Ah I guess what I was seeing was in test I must be remembering an early tease or previous version of the notrot flares.
Ya, but the initial hit seems to be capped at 35 damage.
I think you're probably right
I guess it's rather confusing for me to say that it's rank 1-7, when in fact it is not after randomization
well you aren't "wrong" that's what the calc comes out to be, but the final result varies
I'd need to look over the critical tables, but I suspect that Kaetel is correct, that puncture is a tradeoff of losing damage and gaining fatal percentage. @cedar latch do you know?
That said, I'm not seeing any hits below 10 against this giant rat.
Oh, I saw a 5!
But I haven't seen a single fatal in the arena
That does seem odd
yeah puncture rank 8's cap out at 40 damage, so they are doing the same crit rank, it's just a different crit
I understand if its a low % but Im at 1,744 flares and there have been zero fatals and not a single flare greater than 35 damage. The cap on damage appears to be 35.
Champions are jerks and have a fair bit of padding, but obviously they're not the only things you're hitting in the arena. It certainly stands to reason that one would expect at least one rank 8 or 9 crit to head/back/abdomen (where you'd see 40 or 50 damage)
Survivor bias?
I am seeing these somewhat regularly:
** Rippling and half-seen, strands of psychic power unravel from the dagger to strike at a superbuff rat! **
... 40 points of damage!
Beautiful shot pierces both lungs, the superbuff rat makes a wheezing noise, and drops dead!
But it is a giant rat 🙂
yeah that's a rank 8 chest
It's definitely not Unbalance like Arachne... ... ... I'm not bitter or anything...
very strange to not see at least one fatal though, basically any eye crit with a puncture is gonna be fatal
Let me go slum around in OTF for a bit and see if its just arena creatures
Nyxus, any word on firewheel flare rates, by any chance, please? I know you're tinkering with the actual loreflares, so don't mean to pressure you.
Ah, yes, sorry about that. Let me check
Just to be sure I understand, the questions were: A) Is it a standard flare rate, and B) Is it affected by Flare Affinity?
fwiw, while I'm not upset by the change to rotflares at all because I've never spent more than 45 seconds fighting something since I got them, I do think they should stay the way they were/have been forever. The flourish convert wasn't supposed to change them at all.
Just (A). We've had confirmation that FA applies to firewheel before, although I don't know anyone who has applied it yet.
Does Firewheel sit in Cat B?
It does
Ability slot. Letters are so 2007
Puncture OP. Doesn't even have to use cheaty nerve crits to inflate itself, just stabbin' eyes like a boss. Imaera 4 Arkati prez
Has anyone else actually bought telepathy lore flares yet?
is your cursed armor not fully bonded? how come i'm not seeing any flares?
Yep
? You gesture at a mottled cave lizard. Dark tendrils lash out from your arming coat and invigorate your resolve! You stare at a mottled cave lizard. CS: +571 - TD: +438 + CvA: +25 + d125: +22 == +180 Warding failed! The cave lizard looks at you in utter terror! The lizard turns and runs screaming into the distance, never to be seen again. Cast Roundtime 3 Seconds.
Mainly meant to ask what they're seeing flare wise, pretty sure Im the only one in the platinum instance. Not sure if there's some weird interaction because of other gear Im using.
Yeah, I'm sorry about the confusion this may cause. Original rotflares will not change, and I'm happy to revert "Lore Flares - Necromancy" to rotflares for anyone who wants that done.
That said, I do think that the 3x DPS increase is quite the buff 🙂
yeah you have me sold
it doesn't seem the flare rate is lower than 20 percent to u?
Goal is to get telepathy, fire, and Necro flares.... Pokemon
... 1 point of damage!
Drop of acid gets in the Ithzir adept's eye! Better flush it out.
... 76 points of damage!```
I meant to ask, is the dot for telepathy lore always random in its messaging? I've seen acid, fire, slash, crush, etc. I guess that's because the target is imagining an attack?
the thing with cursed armor, because it's a flat 20% and no standard, is it is streaky, you'll get like 4 in a row, then not get one for like 15, because it doesn't follow the normalization of other flares
did you break or disable old rot flares? they not working at all now
Mine working fine
are yours converted to lore?
nope
I would have assumed the dot portion of telepathy flares is using the puncture critical table as well but this messaging seems to indicate the dot is using completely random critical tables each time.
It's using the tables for messaging, but no actual crits, so doesn't make a difference.
That's correct. The creature is imagining being attacked in various ways, and their belief is so strong that the attack becomes real.
Necromancy Lore Flares have been updated - #development-announcements message
Locked in mental durance, a large mountain lion is assailed by some unseen attack!
... 10 points of damage!
Strike dents the mountain lion's larynx.
Swallowing will be fun.
Did it die on these or resist the additional damage?
DMing you
This began when I discovered that the disease effect only triggers every 30 seconds. So this change will update it to every 10 seconds. And the full damage will become visible. are you sure this is true, i'm testing the old rot flares and critters are bleeding out really quick
I have no talent for certainty, but I was Estild told me that this is true, and I tested it, and the tick occurred every 30 seconds. Let me test it again to be certain 🙂
** A sickly green aura radiates from a deadly vicious-tipped spear and seeps into a triton executioner's wounds! **
... 25 points of damage!
The triton executioner's eye explodes, showering you with gore.
Roundtime: 3 sec.
Roundtime changed to 1 second.
>
Ehria just went southeast.
>
A triton executioner's skin cracks open and oozes an inky black ichor.
... 5 points of damage!
Eyebrow and eyelashes of right eye melted off.
Trendy!
>
Blood weeps from the triton executioner's open right leg wound.
... 36 points of damage!
>
Tongue lolling out of her mouth, a tiny white puppy bounds in, her long fringed tail held high.
>
Blood weeps from the triton executioner's open right leg wound.
... 59 points of damage!
The triton executioner gurgles once and goes still, a wrathful look on her face.
>```
Wow. Yeah, I'm fine.
Skin peels off an Ithzir seer's body, exposing rotting flesh.
... 12 points of damage!
Flesh removed, forming a long gash across abdomen!
... 81 points of damage!```
Blood weeps from the triton executioner's open right leg wound.
This part is something else, not Lore Flares.
My heads on a little straighter now. The damage of the dot isn't changing, the frequency of the dot changed. The # of ticks became capped to 7?
Where as old rot flare could tick 20 or so times over 10 minutes. But the actual damage per tick is unchanged
Major bleed or hamstring?
[SMR result: 219 (Open d100: 49, Bonus: 25)]
With a vicious double-strike you slash at a triton executioner's right leg!
... 76 points of damage!
Quick, powerful slash to the triton executioner's left knee!
A triton executioner falls to the ground grasping her mangled right leg!
The triton executioner is stunned!
Blood sprays from the triton executioner's right leg in a crimson arc!
... 35 points of damage!
** A sickly green aura radiates from a deadly vicious-tipped spear and seeps into a triton executioner's wounds! **
... 30 points of damage!
Bones shatter in the triton executioner's leg!
Roundtime: 3 sec.
Roundtime changed to 1 second.
>
You feel fully energetic again.
>
A fierce rash spreads across a triton executioner's body.
... 10 points of damage!
Left eyelid turns to dust, causing the triton executioner to blink rapidly, or try to.
>
Trickles of blood course from the triton executioner's right leg.
... 42 points of damage!
>
Fresh blood drips down the triton executioner's right leg.
... 57 points of damage!
The triton executioner gurgles once and goes still, a wrathful look on her face.``` it seems a lot faster than 30 sec and am i getting some twc bonus? the rash stuff is rot though no
A fierce rash spreads across a triton executioner's body. rot dot. Trickles of blood course from the triton executioner's right leg. slashing strikes or something else giving major bleed
The initial tick is after two seconds. Side note - because you have rotflare rather than lore flares, it's not showing the hidden damage.
i know that some of it is the bleeder but that type of damage is all visible no? unless there is hidden bleeder damage as well?
Because you're using rotflares, the disease damage is not visible
So there is a good deal of damage ticking there that you aren't seeing
that is what i'm saying , it seems like a lot that isn't visible from the diease
Correct. Note that rotflares haven't changed at all. In years, I believe.
It died at 250 visible damage. How much more damage do you think it took hidden Yakushi?
Correct. You can get a higher number of ticks than 7 though, with enough lore training.
Welp, 2 hunts in OTF and still nothing over 35 damage for the initial hit. 1 fatal where it did 20 damage because it hit an eye.
i try it on characters it is 60 plus from diease and it is going down faster than 30 sec
Oh right, I was limited to 154 lore on test.
The initial disease tick is after 2 seconds
do i get diease and the visible dot from both rot weapons?
Nope. It doesn't stack
rotflares - the original
has two dots, one that ticks every 10 (maybe it's faster I can't test anymore)? seconds one that ticks every 30 (this is the disease part that does the most damage), the one that ticks fast only does like 5-10 damager
I tried to test rot on a player on test just the other day and the disease did nothing. Only initial flare damage. I knew it use to work.
its more than every 10 for sure for the visible with rotflare
Yep, that's correct
so then diease doesn't work on players in test?
I shot my sorcerer up, never lost a chunk of hp after the strike
where is brute when u need him
Yeah, that always clears things up....
Where I thought when I originially got them I tested them out and saw the disease damage under health. But maybe that was just the briar poison and not the rot disease.
If you convert and can see the damage you'll be visually happier. Its about 80 damage average every 2 seconds for the dot.
It's a lot more insane damage than I expected for sure.
it's legit nice to see haha
The dot portion should look just like telepathy dot, dmg wise
[flaretracker: Average Damage: 80.78]
[flaretracker: Median Damage: 80.0]
[flaretracker: Standard Deviation: 8.39]
[flaretracker: Damage Distribution:]
[flaretracker: 100+: 2 hits]
[flaretracker: 60-69: 44 hits]
[flaretracker: 70-79: 170 hits]
[flaretracker: 80-89: 170 hits]
[flaretracker: 90-99: 77 hits]```
I've got zero concerns in regard to the dot.
Now just gotta wait for the Lore Flare Fatal Afflares
I mean, I don't have a cool tracker output, but I'm seeing similiar results now that I see the dmg yes.
is there any difference from the old notrot flares to the new lore version when u convert?dot from the nonrot was always visible?
Yes, you can SEE all of the dot damage finally.
Nyxus said old dot is basically only better if the creature can somehow live for 10 min
i'm talking about like the water ones that was subscript and not lore
No they should be identical
- Lore flares have revised messaging. I think most folks will prefer the new messaging.
- Lore flares can be paired with one another or flare affinity or other future flourishes (one active at a time unless the HESS figurine is applied)
- Mechanical subscripts will block the application of combat flourishes like lore flares and flare affinity
oh does this mean i could add fatal flares for 400k to my rot and just toggle between the two? i don't need the 2 to be active?assuming i convert of course
Flare Affinity? Yes, that's correct
Note that you can only toggle between the two while out of combat
And it takes something like 30 seconds to get out of combat
Those of us who have used inv enh off know how long that 30 seconds can feel
do you have to convert rot flares to a flourish for the change?
why do you have to be out in combat? can't i just toggle it to affinity and forget about it until i want to go back to rot?i basically just want the affinity but can't afford the 1m figurine to get both at once
the answer is yes.
I believe it's to prevent folks from toggling between religion and telepathy, or something like that, while in the middle of combat
gs players always scheming
Not us though. Never us.
I finally saw a 40 damage telepathy lore flare against Gigas.
... 40 points of damage!
Strike punctures throat and ruins vocal cords!
A grim gigas skald raises a hand as if to grasp for support as he collapses, life going out of his form.```
Apply dot 1, swap dot, apply dot 2.
Moar dots. Moar dots.
Save all the BS by only buying one slot
if count_npcs > 1
fput "target next"
end
More of two types, not two instances of the same on different critters
because we're good soldiers of Christ Jorge
So just to make sure I'm understanding the announcement. Rotflares will remain unchanged, and necro lore flares have been adjusted to do more damage quickly, but less damage over longer periods of time, compaired to rotflares?
That's correct. And the necro lore flares have visible damage, rather than hidden damage
And the time scales that are required for the necro lore flares to do more damage are generally much longer than creatures stay alive for
would the diease stack if multi players are using rot flares?actually does the dot stack regardless of rot or lore. assuming it is the same type of lore and if it is old rot & lore necro
There is no way to get the DoT or disease to stack with rotflares or with lore flares. You can stack DoT effects with different lores.
So even with the slower ticks, Rotflares will do more damage over short fights?
wouldn't i get two dot if i'm using 2 rot weapons?
mind wrack flares are tracked per flare application
You'd have to be in a long fight for rotflares to do more damage than necro lore flares. On the order of 10 minutes
You would not
oh ok, so necro lore does more damage short term, got it
so both weapons get the initial damage but only 1 dot?
Correct. If the DoT is already applied, nothing happens
and you're only offering necro lore to rot, not the other way around?
You can self convert rot to necro with FLOURISH CONVERT
Ohh ok
Tbh stacking lore dots would just make TWC entirely unrivaled WITHOUT equal o_o
what of i use old rot weapon with necro lore weapon? do i get both dot then?twc getting shafted again...
Yes but this would probably be considered a bug
how is that a bug? if i had lore air and lore necro they would get two dot and i paid the flourish twice no. i would also be able to properly compare the two rots no?
it's a bug probably because they are expected to be the same flares I think. It's just an updated system using the same damage type and such. I'm betting with the update, rotflares will slowly fade to nothing, since necro flares will be more powerful
i'm using two weapons so it should be twice as lethal! if i give you a double dose of poison u would die faster no?
if your body is already wracked with a disease, adding another infected slice won't do a huge amount of difference, heh
overdose anyone? old rot flares are going to be amazing when we start raiding. and they're not the same since if they were u wouldn't have to convert
if you really want double dots, just keep your necro one, and get another not-rot flare on your other weapon?
Mind wrack, THREE DOTS!
no i would just convert one and not the other to get best of both worlds. why would i want to throw another 400k for another weapon + i would need to buidl it again. I expect what i pay for to still work as it was.
A splitter can't solve everything. -Except my medical bills apparently.
They're different dots! How can it be a bug! Disease vs whatever this new fangled thing is
^preach
you're not factoring in the cost of building that weapon & the training and enhancive require to hit 100% flare rate.
We're in the same boat and I'm struggling with the same decision, which was why I was curious if the figurine will be around next run, so I know if it's something I can do half and half between this and the next run.
but hey if u throw me a 75% plat discount for me in prime i would consider it
Isn't this simulation also assuming not reapplying for the full 10m duration?
yea shouldn't the 2 sec be apply again after another hit? plus how would that work from 12 swings from focus mstrike
That's a great point 🙂
Only one instance of each flare dot can be on the target at a time. Single debuff slot on the target, from what I read and how I interpret it
64 bit gonna give us 2 slots!?
shouldn't i get the initial diease tick for each swing?
does that include debuffs like say from the spore script?
How does that make any sense right this second with selling dual combat flourish slots if you could select two things taht cancel themselves out?
that is not true though since i have rot and notrot water &mind wrack
One per each variant
but u said single debuff slot on the target and old rot wouldn't be necro lore since they act different. if they were the same there wouldn't be an option to convert back
Sorry, said another way, each flare instance has one debuff slot for each of that flare type on the critter. So rot and summoning would be 2 slots
Each has a single. Not a single shared amongst all
So you couldnt apply rot from weapon 1 and rot from weapon 2 to the same mob, since that debuff Rot is already yes
But yes, recognize the ambiguity in phrasing
also if you're saying not rot and rot are the same they should be treated as such. then i would like to point out i was deny to go 15x acuity on my bow because they said acuity on my bow is different from regular acuity. isn't that double standard?
Are you saying that not rot and rot should only occupy a single debuff slot on the target, and they should compete for what's applied at any given time?
I'm confused by that assertion
no nyxus said it is a bug if i'm getting both dot from old rot and necro lore
Because for all intents and purposes, they're meant to be the exact same delivery, slot, and function
so is the acuity flares from my bow and staff. so are OB armor and zelnorn accessories and urglaes shoulder guards. yet we can't use the db certs that work for zelnorn and uglaes but not on other ob armor? so you're using intent and purpose to drive whatever narrative you desire
I'm not sure the linkage with acuity. I'm very specifically discussing debuff slots for negative spell effects on creatures. Which has nothing to do with offensive boosts from gear on the player
but u could be hit with multi debuff
Yes, telepathy slot, Necro slot, elemental slot (I don't know if these are shared), 502, bind, etc
Binary on each individual instance
but necro isn't the same as old rot though
The way I see it in my head is, debuff's are not unique like items have id's, They're basically tracked by the name, you can't have duplicates.
Where disease would be a different debuff than this new necro debuff.
Maybe all creatures have all debuffs hard coded and have a "swtich" for each as you describe. That seems ridiculous, but 30 year old game.
Now if the decision is made that they shouldn't coexist. Then that's different than they occupy the same slot.
how could u say rot and necro are the same when they literally stated the clear difference between the two
Necro is rot 2.0 as it's been transitioned into the flourish system, with increased DoT due to a shorter effect duration in line with other lore based flares and to front load the damage. Because of the natural evolution, they occupy the same target debuff slot on the target, but also with more visibility onto the damage rounds. It is best to consider it an evolution of the existing
also by your logic if i hit someone/critter with my rot flares and another player does the same it shouldn't work then no?
that is correct, they're not player tracked.
Correct
Just like applying blind on something that was blinded by someone else
Or mindwrack on something mindwracked
but that isn't the case then so are you saying it has been bug for years? also twc rot shouldn't be working all
The term between rot and Necro helps provide contextual understanding about the subscript approach and the new flourish approach. Using the same word would be nigh impossible from a debugging perspective
Going off in the attack round and applying a unique, additional debuff are two different things
so the term OB new and old should be the same since they share the same +50 cap right. why can't my ob flower be enchanted the same as my Ob zelnorn accessories and urglaes shoulder guard? because i pay 20m silvers at the time instead of 1m bs now?
I made no assertions about positive effect buffs on players from effects.
I've only been speaking about debuff slots for effects on creatures
they literally have different effects. timer,diease & damage
Zelnorn accessories have different disease damages?
rot and new necro
Right, that's the bug. Rot and Necro are supposed to be the same
then how you explain grandfather spells and new spells? they are the same why are they treated different?zealot and grandfather zealot. you providing facts when it fits your narrative
The old one applies to ranged, doesn't it?
no timer and stance
I also very much had this thought but I have a quota on how much I can help whales figure out what their money is actually doing and I hit it about 7 seconds after the first HESS list teaser
Don't new and old zealot both occupy the same buff ID slot? I don't exactly have old zealot to test. But again. I'm not talking about other conversions, I'm just talking about these flourishes and the conversion of a subscript to a flourish
For every one person asking a question, 5-50 other people have the same question but refuse to ask and just reach their own conclusions.
mind wrack is tracked per application of the flare
making the damage over time part of the lore flourish unique to the item that applied it is the suggestion?
Databasically that would require a completely unique additional table to hold debuffs outside of the normal, existing debuffing process, because it would contain the consolidation of player::creature::debuff. I think we may have that somewhat with the implementation of... What is it? Disengage? But even that wasn't applied the way I had envisioned it based on the writing. And calls like that, at that frequency, from so many sources make databases pretty sad normally.
Maybe a x64 thing!
Diseased! Taking 82 damage per round. Dissipating 3 per round.``` that is a lot diease
gotta hit with both
AS: +643 vs DS: +444 with AvD: +29 + d100 roll: +23 = +251
... and hit for 61 points of damage!
Weak diagonal slash catches the cyclops champion's left knee!
It is dislocated.
The cyclops champion is knocked to the ground!
** A sickly green aura radiates from a krodera-spiked throwing axe and seeps into a gargantuan cyclops champion's wounds! **
... 20 points of damage!
Major bones in the cyclops champion's right leg crack loudly!
You swing a massive coraesine morning star at a gargantuan cyclops champion!
AS: +643 vs DS: +367 with AvD: +30 + d100 roll: +63 = +369
... and hit for 99 points of damage!
Strike to wrist severs left hand!
The champion's small shield falls to the ground.
** A sickly green aura radiates from a massive coraesine morning star inset with helical spikes and seeps into a gargantuan cyclops champion's wounds! **
... 20 points of damage!
The cyclops champion's neck bones snap.
Head looks precariously balanced now.
Roundtime: 4 sec.
Roundtime changed to 1 second.
>
Small pieces of flesh rot off a gargantuan cyclops champion's body.
... 5 points of damage!
Unpleasant wound to right arm!
... 83 points of damage!
>
Blisters form on a gargantuan cyclops champion's skin and ooze a putrid dark yellow fluid.
... 10 points of damage!``` it works
we know anything new on damage of summoning vs religion?
I'll have to fix that - it shouldn't apply the second one
Thanks for the heads up
why it is two different ones?
i don't understand that logic, if i buy a new lore and keep my existing rot i would get both dot but if i keep existing rot and convert another rot i can't get both dot?
or are you saying even i have lore summoning and lore air they still wouldn't get both dot unless i go buy the figurine?
Just to make sure I understand, you're asking why it is invalid to stack the rotflares DoT and the necromancy lore flares DoT on the same target, given that it is valid to stack the water DoT and the necromancy DoT?
i could stack rotflare dotand water dot too
and as is i could stack rotlfare dot with necroflare so why change if i could stack rotflare dot with lore dot anyway
So, has anyone confirmed whether the rot change is a nerf or buff yet?
Invalid because you need to spend 1 mil bloodscrip for power creep
It is a buff 99% of the time. The dot damage went from every 30 seconds, to every 10 seconds. Damage supposedly unchanged because he's saying it was always capped at 90.
I see. The reason is because this would allow you to have 100% flare rate on two weapons by training 171 in one lore
why would i have to spend 1m i could do oldrot/necro lore and another lore
so you're forcing a handicap on me that doesn't exist before. or i could also go buy the 1m figurine and get affinity
since you're updating necro flares anyway, can you make it work on undead? surely a master of necromancy would be able to make her spells affect undead!
All you gotta do is give them a blood infusion first.
I'm not sure I follow. The rotflares DoT did not stack previously. What is the handicap that is being added?
If you have two weapons, each with rotflares, and attack a creature, you will only ever have one DoT.
rot flare dot stacks with nonrot water dot?
I believe you cannot apply(combat) flourishes to (combat) subscripted weapons
That's correct, for the most part. All mechanical subscripts anyway
Do you mean on a single item? Or on a single target? Can you describe the situation a bit more?
i could twc though. but if you saying because of the 30 sec it wouldn't even matter so why would it matter if i'm getting the diease and dot from old rot which does like no dot damage and then the new dot from necro lore?i'm talking about twc on a single target, i could hit it with my old rot axe and my new necro lore rot axe. am i not getting 100 percent flare rate from rot on the initial damage anyway? what does it matter if i get old weak dot and the new necro dot
If I understand correctly, you want to be able to have rotflares on one item, and necro lore flares on another, and have two ticks for 70-90 damage each, two seconds after you hit the creature?
see that is where you're wrong it would trashy dot and the 70 to 90 dot
to acheive this you would need two different lore flourishes
They both do 70-90
But the old dot damage is hidden because it's a disease
AS: +643 vs DS: +444 with AvD: +29 + d100 roll: +23 = +251
... and hit for 61 points of damage!
Weak diagonal slash catches the cyclops champion's left knee!
It is dislocated.
The cyclops champion is knocked to the ground!
** A sickly green aura radiates from a krodera-spiked throwing axe and seeps into a gargantuan cyclops champion's wounds! **
... 20 points of damage!
Major bones in the cyclops champion's right leg crack loudly!
You swing a massive coraesine morning star at a gargantuan cyclops champion!
AS: +643 vs DS: +367 with AvD: +30 + d100 roll: +63 = +369
... and hit for 99 points of damage!
Strike to wrist severs left hand!
The champion's small shield falls to the ground.
** A sickly green aura radiates from a massive coraesine morning star inset with helical spikes and seeps into a gargantuan cyclops champion's wounds! **
... 20 points of damage!
The cyclops champion's neck bones snap.
Head looks precariously balanced now.
Roundtime: 4 sec.
Roundtime changed to 1 second.
>
Small pieces of flesh rot off a gargantuan cyclops champion's body.
... 5 points of damage!
Unpleasant wound to right arm!
... 83 points of damage!
>
Blisters form on a gargantuan cyclops champion's skin and ooze a putrid dark yellow fluid.
... 10 points of damage!``` how are they both 70 to 90
It's a good DoT! Just not as good if the creature sticks around... unless the critter sticks around for a long time!
The second DoT is doing 70-90 damage as disease, and the damage isn't shown
where rot and necro lore floursh are supposed to be the same, this likely s the same for TWC with fire lore, we built these weapons when rotflares were the only choice
so why can't it be grandfather in like the other stuff and insist on spending the time to fix something that isn't an issue when it is only a handful of item
Do the necro flares still have the same messaging for the dot?
so wouldn't it still be the case i get a different lore flourish or add in figurine. there were a lot sk items out there too
There's a lot of rotflare items out there 🙂
They will stack if you use a different lore flourish, regardless of the figurine. The figurine won't help with the situation of stacking rotflares and necro lore flares.
How many can be used with twc? 😂
But in the case where you use a different lore flourish, you'll need to raise a different lore
So there is a bit of a counterbalance there
so you're pretty much saying if i spend enough currency and get a new lore flare + additional slot and spend some training points everything would be peachy??but i didn't need to do it until you chose to make it necessary?
Armor Lore Flares next year? Buffsss
Alternatively, I can help you convert back to rotflares, and you'd be in the same place you were this morning.
New gemstone, Master of Elements, all lore bonuses are locked in at your highest elemental lore
why woudl i have to convert back when i never converted at all
The answer should be they should force convert everything to flourishes and it’s not a problem anymore at all. Maintaining both seems like it’s not really beneficial to anything 🙂
If you haven't converted, then nothing has changed for you
I assumed that you had converted because of the clip with necromancy lore flares
yea it has because i have a new necro lore item too and u saying u going to remove the possiblity of having dot from both. i have spend the money already and now u changing how it works after the fact
I see. If you purchased it with the intent to stack, I can definitely talk to folks about getting you a refund. The rotflares and necromancy lore flares shouldn't stack.
but you saying that after i did everyting and prove it works
the proof it worked was proving there was a bug
Yeah, I didn't realize that there is a bug there
how are you going to refund what i pay when i got it from a player ? are u goign to force them to refund me the total amount
First rule of Bug Club, don't talk about Bug Club
i already bought all the books and farming most of the bloodscrip. how is that in fair
this is why you confirm before you buy
GS community is pretty understanding, the player should give you a refund
unfortunately a lot of the time in GS this is not very easy
how do i confirm when it wasn't an issue until i bought it up? i confirm it works before buying. they didn't discover it i did
We're sorry this snuck through. It was explained in the pins that they would not work together. We can discuss next steps in game.
i also did my due diligence and ask a gm to give me a min of their to time confirm everything but was met with no response. why are you putting it on me? are u kidding me with the confirm before you buy when their was so little lack of information ?
Nyxus has been highly responsive about all this stuff, all you had to do was ask here.
That pin does not say that you can't combine two different weapons with rot and necro. It says you can't have a subscript and a flourish on the same item.
because i bought it to his attention after the fact
Ah, ok, my mistake. Let us look.
It's nuanced, certainly
It's moot. They were expected not to work that way (purely for just cause reasons since they are two seperate dots but ok). But it should definitely be clarified where TWC is concerned.
Twc or potentially just MA in general. If it’s only one dot of every type if you really care that much ie earth flares won’t stack even if from multiple players so you might want to do a different element on a different character. If you care about lol maximizing weapon dots in gemstone for some reason.
I don't think it's an unreasonable position to say like DoT effects shouldn't stack, regardless of source. You can only be so on fire, so diseased, so blind.
I think they should absolutely stack in some way. But on a 30 year old game, that's like wishing for world peace. Whether it be extending the duration or adding bonus damage.
I think it should refresh the duration. That makes sense to me.
if you saying it s houldn't stack the the initial first hit shouldn't stack either
It should work like exsanguiate.
Get hit with 2 lore flares of same element, the second hit triggers all the remaining dots
Explosion flare.
I also personally think except for a few outliers it's really a moot point in terms of time to kill, or effectiveness.
if that is case why spend the time to change/fix
We also need some raid bosses so we can take advantage of them
I am also a TWC outlier
Consistency, ease of future development, movement from legacy code. A host of reasons that have nothing to do with players.
so why the legacy gub ,grandfathering of spells & items? it was all for the better good
Players are whinny complainers.
🪞
We're double checking.
unrelated question, if I buy the second active flourish slot, does it go on my character or the weapon?
Weapon
Weapon
An ivory dancer figurine will grant the ability to add a second active combat flourish (Martial Knowledge) to weapons, including bows, runestaves, and UCS equipment.
Says it in the analyze
are sorcerors the only profession that can train necro lore 2x and elemental lore 2x to simply train the required 171 ranks for 100% flare rate doubleing up on the DOTS?
Don't forget spiritual too for religion and summoning.
Or they can dual wield
Empaths can do spirit and mental 2x. And anyone can do 1x and add 70 points of enhancive/asc
Look at Paladins being the only semi with 2x lores
It's actually a little odd wizards can't 3x elemental. (to me anyway)
Nerf... Paladins? No... That would be cruel
2x for all semis!
Bard lores are also split between mental and elemental though, so arguably better with 1x/1x rather then 2x costs. But when they swap them over to MnM, then it's on. (PS, I'm trolling)
Pretty sure the dancer is only for 2 active. Not a stacking thing
You still need to buy two flourishes to put in the two slots.
https://gswiki.play.net/User_talk:GS4ALASTIR/Between_a_rock_and_a_Bard_place
I still want this to happen.
wizards should be able to dual wield weapons each with two elements on it. Free the lores!
two dancer figurines + 3 multihued papers and then 2x in three lore sets
#development-announcements message
So, if (hypo) you were running both either MA or TWC, what happens if one is active and the other hits. Does it replace, refresh, not work?
Presently it would not replace or refresh, it would apply the initial flare and skip the DoT entirely
Basically it's whatever applies first, same as if you had 2 rotflares previously
so what happens when i swing my new necro lore first and then my old rot? will the old rot still apply the diease?
Yep
Exactly
note I did ask about this like a week ago or so, and this is the same answer I got then
so the necro lore still does dot but the old rot will have no dot but the diease is still there? and the necro lore dot will keep going as will the diease from old rot?
There won't be a way to double up
No, you get the first one that hit
... 5 points of damage!
Unpleasant wound to right arm!
... 83 points of damage!
>
Blisters form on a gargantuan cyclops champion's skin and ooze a putrid dark yellow fluid.
... 10 points of damage! this part will be missing right?
```the bottom part will be missing right? necro dot that does high damage doesn't keep going but the diease keeps going from old rot?
Announcement says the fix isn't in yet
If you hit new rot, then old rot, yes. If you hit them the other way around, you'd keep the 2nd and not the 1st.
yea so i'm getting all the good stuff from new necro and just the diease from old rot?
It is not intended that there is an advantage to keeping rotflares. If you believe that you have found an advantage, that is likely unintended.
so how is that no messing with my old rot. so if i get new water then i get all the good water stuff and all the good old rot?
You might be onto something here 🙂
Because it's not intended you can get 2 flares based on the same lore. A water and rot flare are on different lores.
so if i bought a rot weapon with the purpose to convert i could change the flare on that one?
I'd have to take a peek - are you available now?
if i convert my notrot water to new water it should stack with my old rot as well right?
Correct
and lore water would stack with lore necro as well?
Yep
so I asked like 3 times now but no response - how much stronger are religion flares over "125% baseline damage" summoning flares? religion makes you give up all flares on the living, so what's the upside to be worth that sacrifice? are we not intended to know this?
Summoning flares are roughly 60% as strong against undead as religion flares, give or take 5% depending on lore training
does that also apply to the initial damage or only the dot portion?
Only the DoT portion
wait so brute twc lore necro & lore religion and i hit the critter with old rot the critter will not take my rot dot but diease? so brutes necro lore flares is screwing my old rotflares?
Are religion, telepathy, and necromancy all expected to deal the same damage for its DoT portion with maxed lores at 171 ranks?
Sorry, I need to clarify those numbers
friends don't let friends get the same lore flares?if i get 2 religion flare with twc only 1 dot?
Correct
Summoning lore flares are about 60% as strong against undead as religion flares, at the highest levels of lore training. At the lowest levels, the numbers are small enough that it is a higher percentage.
so as I understand this, if you don't care too much about dot, you shouldn't get Religion/Telepathy/Necromancy flares
Keep in mind that the first dot ticks 2 seconds after the initial hit
If the thing doesn't live long enough for a DoT you're going to be very disappointed
Lore flares can go on lances and claidhs and other big weapons but man I feel like you're throwing away money
So you might still care about the DoT for 2 seconds
whats damage on elemental dot at 171 ranks? 40-50?
depends, I'll keep necro because I have 180 necro lore as a sorc, I might get earth, because I could get 171 earth lore in my own training fairly easily too
Just need to do the long con of getting nyxus to add a true ice option. Then you can double dip lore reqs. It’s waters time to shine!
You know what would be the bees knees. If Sylinar was on test and took counterfiet currency
I suspect that the best choice is the lore type that you can train as high as possible, and the one that hits the targets you attack
I can see about whether I can give more detailed information about the differences in the numbers
also a lot depends on what you hunt potentially too
if you have 2 different lores on your weapon can you pick which one to use on the fly? if undead use relig, otherwise air or something
Not on the fly, you'd have to leave combat for 30 seconds
@void tartan have you converted your earth flares? if so u like it?what is the point ? what if someone twc two different flares?
wish we could just get summoning flares with religion lore
i don't understand why you have to leave combat for 30 sec?
oh because u could get 2 dots? so it is ok if someone has two different lore flare weapons and they just swap to cast? @remote comet that is what u should do, get another staff with lore flare or ucs glove to jab them for the dot and affinity goodness
leafiara's army with all the lore flares jabbing
I converted just for the sake of it, but nothing actually changed for me... heh. I've only got the one set of lore flares, but this is interesting news about needing different types to stack DoTs. 🤔
everyone should get their new lore flares and use non lethal spells on brute
u don't have 171 earth though huh?
Yeah, not yet.
could you let us know when the updates are live
What if I have two Hoys with 4 lore flares?
that is only 2/3 of a real hoy
You liked the new messaging! 🙂
Well, yes, it changed in that regard for the much better. 🤣
How much can I get back if I return them?
I’ve been given permission to share the damage numbers for the different lores, so I’ll get to that when I can
I hope that will help folks make decisions, I know it’s harder to choose between the lore types without knowing the numbers
stops the 10,000 levelups he's doing in test
Yes, it will be announced.
do old rot flares still work on test server or no?i want to test on players
[SMR result: 264 (Open d100: 155)]
** Tendrils of pale energy lash out from your fireleaf staff toward a spectral triton protector and cage him within bands of concentric geometry that constrict as one, shattering upon impact! **
... 20 points of damage!
Quick strike sinks deep into the right eye socket.
CS: +534 - TD: +413 + CvA: +15 + d100: +30 == +166
Warding failed!
** Numerous sigils along your fireleaf staff abruptly flare to brilliance! Pale energy surges from each, twining into an echo of your last spell... **
CS: +534 - TD: +413 + CvA: +15 + d100: +63 == +199
Warding failed!
** Your fireleaf staff sprays forth a shower of pure water! **
A spectral triton protector manages to block some of the elemental damage with his driftwood greatshield!
... 5 points of damage!
Weak blow leaves a brief imprint on the triton protector's chest!
** Divine flames kindle around a sigil-carved fireleaf staff, leaping forth to engulf a spectral triton protector in a sacred inferno! **
... 25 points of damage!
Smash to the chest!
Good thing there were no ribs there to shatter.
** Divine flames kindle around a sigil-carved fireleaf staff, leaping forth to engulf a spectral triton protector in a sacred inferno! **
... 10 points of damage!
Large gash to the right arm seals as strike passes through.
Cast Roundtime 3 Seconds.
(Forcing stance down to guarded)
That's fun
what the divine flame? paladin service?
air
The cyclone whirls around a spectral triton protector anew, a suffocating force of nature!
... 3 points of damage!
Glancing blow to the right arm leaves a trail of vapor in its wake.
... 31 points of damage!
summoning
The whip of plasma continues to wreathe a spectral triton protector in its sizzling embrace!
... 5 points of damage!
Quick strike to the face!
Just nicked an eyelid!
... 47 points of damage!
religion
The sacred inferno surrounding a spectral triton protector ignites anew, searing him with divine fire!
... 3 points of damage!
Weak blow to neck wouldn't have scared the triton protector even if it were still alive.
... 77 points of damage!
Just a single tick from each one on non corp undead. Interested to hear the ranges in a bit.
Divine flame was religion
I love the messaging for religion
why it get double dot? bugged?
there is no double dot. That's the initial flare. Double flare from sigil staff double cast.
Rotflares haven’t changed on live for awhile (years?) except to add flourish conversion support, so Prime testing should be the same as Test testing
** Divine flames kindle around a sigil-carved fireleaf staff, leaping forth to engulf a spectral triton protector in a sacred inferno! **
... 25 points of damage!
Smash to the chest!
Good thing there were no ribs there to shatter.
** Divine flames kindle around a sigil-carved fireleaf staff, leaping forth to engulf a spectral triton protector in a sacred inferno! **
... 10 points of damage!
Large gash to the right arm seals as strike passes through.
Cast Roundtime 3 Seconds. that is double
Yeah I cast 701, sigil staff double casted it. Those are initial strikes for each cast, no dot in that clip
it happen before the rt, echo from sigil shouldn't do that if twc can't do it
You literally posted a clip of twc having 2 rot flare procs before the roundtime. It's literally the same thing. Two attacks, with 171 lore = 2 flares and 1 dot.
You don't get double the DoT from a sigil multicast, it's just the flare damage happening on each cast.
but u have waTer , religion, religion if it was becasue of the echo why not water water religion religion
Oh you mean the holy water flare in the clip. The staff is blessed 😂.
it is literally 1 cast? dispel cs cs water flare religion flare religion flare
Yes you got it I cast 1 time, sigil staff turns it into a double cast, I got a holy water flare on one cast, and both casts flared lore flare
do u have the 2 slot flourish in it?
nope
oh it was holy water
so one of the religion flare was from the first cast? one from second cast? it just display both on second cast?doesn't that seem buggy with the display
Yes, it does seem kind of buggy, but that's just how sigil multicasts work. 🤷
[SMR result: 246 (Open d100: 66, Bonus: 120)]
... 60 points of damage!
The kiramon seeker's stomach rips through flesh and explodes.
The kiramon seeker clicks one last time and dies.```
Flare affinity + dispel will never let you down nor go to waste.
It looks like they didn't ALWAYS work like that. I have a few clips from years and years ago:
Mana surges through you in a brilliant display of silvery motes which skitter across your skin as you prepare Arcane Blast...
Your spell is ready.
You gesture at a shaggy tusked ursian.
CS: +546 - TD: +493 + CvA: +25 + d125: +101 == +179
Warding failed!
A torrent of arcane energy blasts the tusked ursian for 11 points of damage!
... 5 points of damage!
Blow connects with abdomen.
** A sickly green aura radiates from a star-strewn storm surita runestaff capped with a golden glimaerstone and seeps into a shaggy tusked ursian's wounds! **
... 30 points of damage!
The tusked ursian's thumb explodes in a shower of flesh and bone fragments.
The tusked ursian is stunned!
** Numerous sigils along your storm surita runestaff abruptly flare to brilliance! Celestial energy surges from each, twining into an echo of your last spell... **
CS: +546 - TD: +495 + CvA: +25 + d125: +95 == +171
Warding failed!
A torrent of arcane energy blasts the tusked ursian for 11 points of damage!
... 5 points of damage!
Blow connects with abdomen.
** A sickly green aura radiates from a star-strewn storm surita runestaff capped with a golden glimaerstone and seeps into a shaggy tusked ursian's wounds! **
... 10 points of damage!
Tendons in the tusked ursian's shield arm snap.
** A bolt of energy leaps from your white ora-edged leathers and sets the sigils along your storm surita runestaff ablaze. Tendrils of celestial energy lash out at a shaggy tusked ursian and cage her within bands of concentric geometry... **
[SMR result: 73 (Open d100: 39, Bonus: 39)]
The bands surrounding a shaggy tusked ursian dissipate harmlessly right before impact.
Cast Roundtime 3 Seconds.
Roundtime: 5 sec.```
i guess it just buggy display
Need me to math some numbers?
Man... I was half joking... but those few Revised edition dual-lands I found probably could have paid for lore flares...
I honestly don't know how you keep it all straight. I think after reading the last two hours of commentary here I have an idea of what a dot is, and how flare debuffs seem to work, but man it's kinda convoluted.
Nyxus, what is the intended flare rate of dispel flares with flare affinity and boost supercharger active? 20% to 26% is what I'm seeing and that seems a little low compared to pre-flourish conversion
where are free lore flare items on test server?
My dispel flares without supercharged seem to be working way better since the last bug fix to Flare affinity.
TSC, the multihued certificates.
This was my question re: firewheel too, so I could compare to post FA flare rates.
What bug fix to flare affinity? I don't recall there being bugs since it was released
the flare rate didn't work
It was affecting material flares for some time. Also more recently, it wasn't working for runestaves
A separate issue has been resolved that would cause flare affinity to not activate, on runestaves or otherwise.```Pretty sure my sword was one of the "otherwise"
I had it on my falchion since it was first offered with dispel flares, never had issues.
I've worked with databases, applications, and platform development for about 15 years. Once you begin to recognize all applications as their underlying databases, you begin to see through a lot of the design.
And, I believe that to be frequency boost, not necessarily the potency boost adjustments?
I use dispel flares as the standard because nothing goes to waste as in you miss a flare or a flare is delayed because you killed your target
AS: +338 vs DS: +252 with AvD: +20 + d100 roll: +55 = +161
... and hit for 31 points of damage!
Left elbow smashed into a thousand pieces.
The Sheruvian initiate is stunned!
** A radiant mist surrounds a cudgel, unfurling into a whip of plasma that wreathes a Sheruvian initiate in its sizzling embrace! **
... 1 point of damage!
Flash burns to eye momentarily blind the Sheruvian initiate.
You take aim and swing a dagger at a Sheruvian initiate!
AS: +338 vs DS: +229 with AvD: +25 + d100 roll: +44 = +178
... and hit for 40 points of damage!
Beautiful shot pierces skull! Amazing the Sheruvian initiate wasn't killed outright!
** Rippling and half-seen, strands of psychic power unravel from the dagger to strike at a Sheruvian initiate! **
... 30 points of damage!
Strong strike, punctures lung!
Roundtime: 9 sec.
>
The whip of plasma continues to wreathe a Sheruvian monk in its sizzling embrace!
... 10 points of damage!
Strike pierces thigh!
It is knocked to the ground!
... 27 points of damage!
``` what is going on why is my results so bad with 171 telepathy and summoning?
Padding?
no 100 percent flare right at 171 rank either. test server broken?
That's not the telepathy dot
The telepathy dot starts with "Locked in durance"
That's the summoning dot from the cudgel
The whip of plasma continues to wreathe a Sheruvian initiate in its sizzling embrace!
... 5 points of damage!
Minor puncture to the back.
... 24 points of damage!
>
Locked in mental durance, a Sheruvian initiate is assailed by some unseen attack!
... 5 points of damage!
Hot vapors cause the Sheruvian initiate's eyes to water profusely.
... 63 points of damage!``` isn't this the dot?
Yeah, you didn't include it above
... 5 points of damage!
Minor puncture to the back.
... 24 points of damage!```
This is summoning
```Locked in mental durance, a Sheruvian initiate is assailed by some unseen attack!
... 5 points of damage!
Hot vapors cause the Sheruvian initiate's eyes to water profusely.
... 63 points of damage!```
This is telepathy
It's working as intended. Summoning is weaker against living. Stronger against undead.
the necro stuff seems a lot stronger
all the arena mobs are considered living right
Yup
hmm not really seeing any upgrades from the notrot besides messaging
The upgrade is you can SEE the DOT and its doing a lot more damage in a shorter amount of time, you could not see 60 to 100 damage DoT before
u haven't seen any over 60 and most are like 20 or 30s which i was seeing before. what u getting 100 on?
... 5 points of damage!
Hot vapors cause the Sheruvian initiate's eyes to water profusely.
... 63 points of damage!```
This is a DoT over 60
can we get a flag to frontload all the dot at the expense of it doing half the total damage
... 2 points of damage!
Unpleasant wound to right arm!
... 73 points of damage!
>
A brawny gigas shield-maiden's skin cracks open and oozes an inky black ichor.
... 4 points of damage!
Surface of left leg etched to little effect.
... 63 points of damage!
>
Skin peels off a tattooed gigas berserker's body, exposing rotting flesh.
... 4 points of damage!
Surface of left leg etched to little effect.
... 66 points of damage!
>
Abscesses drain a bloody yellow fluid across a niveous giant warg's body.
... 1 point of damage!
Patches of flesh removed from right hand.
... 81 points of damage!``` are necro lores the most damage for dot?
necro, religion, and maybe telepathy are suppose to be equal.
undead -> religion -> summoning -> elemental
living -> rot -> elemental -> summoning
hmm i was using telepathy with summoning before
So is the play to get 7 weapons with 7 different elemental flourishes and then swap/swing every time? 7 DoTs on the Wyrm in 7 seconds with runestaffs
I believe necro is best against living, but weakest against undead iirc?
i think that's the meta yes
When you can find something to live long enough sure!
sorcerer with rapid fire, swapping rune staves between 701 casts
or, friends... but GOOD LUCK WITH THAT
How much is a Friends CERT at HESS?
[test: Average Damage: 81.02]
[test: Median Damage: 81.0]
[test: Standard Deviation: 8.29]
[test: Damage Distribution (Total Hits: 735):]
[test: 100+: 3 hits]
[test: 60-69: 57 hits]
[test: 70-79: 271 hits]
[test: 80-89: 277 hits]
[test: 90-99: 127 hits]
[test: Highest Recorded: 100]```
Telepathy lore median is 81. Religion should be the same against undead. Necromancy should be the same as telepathy.
This is 735 hits. You need to test a lot more than the small amount you're doing now to get an accurate picture of "average".
I can sell you a friend cert for 300k BS
Friends and family discount?
Only if you attune it.
how much would you guys pay for an AI controlled bot you can kit out that follows you and fights?
You mean shattered?
BOTS? in MY Gemstone?
[test: Average Damage: 36.93]
[test: Median Damage: 32.5]
[test: Standard Deviation: 13.28]
[test: Damage Distribution (Total Hits: 44, Appearance Rate: 30.99%):]
[test: 10-19: 1 hits]
[test: 20-29: 9 hits]
[test: 30-39: 16 hits]
[test: 40-49: 6 hits]
[test: 50-59: 8 hits]
[test: 60-69: 2 hits]
[test: 70-79: 2 hits]
[test: Highest Recorded: 70]```
30.99% dispel flare rate with flare affinity, NO boost supercharger. It's calculating the % compared to each time I swing my mace over 3 arena runs.
```[test: Dispel_CatB Flare Statistics:]
[test: Average Damage: 38.11]
[test: Median Damage: 35.0]
[test: Standard Deviation: 12.78]
[test: Damage Distribution (Total Hits: 61, Appearance Rate: 36.75%):]
[test: 20-29: 13 hits]
[test: 30-39: 20 hits]
[test: 40-49: 10 hits]
[test: 50-59: 10 hits]
[test: 60-69: 7 hits]
[test: 70-79: 1 hits]
[test: Highest Recorded: 70]```
36.75% dispel flare rate with flare affinity, WITH boost supercharger. It's calculating the % compared to each time I swing my mace over 3 arena runs.
Is there flare tracking script everyone is using?
sure, then stand around waiting for the dots while the wyrom eats your face?
Then you kite him
Or you 615 him and he kites you
Hey folks. I know that it's challenging making a decision on which lore flare is best without knowing the DoT numbers. With permission, I'm sharing the damage breakdown of Lore Flares DoT Damage Breakdown here - https://docs.google.com/spreadsheets/d/1ag3rRgNW2gUotbx4aoAdAGG_qKoul5tWMW-hPn3v_FM/edit?usp=sharing
I hope this helps!
I would add that the small critical round of damage is reduced to a rank 0
That's a good point. I wanted to confirm that this is always the case before adding that. My understanding is that it is, but I'm not 100% certain.
The critical portion goes into normal combat code, which can be complex. The DoT portion is very straightforward in comparison 🙂
Oh, let me add old school rotflares
elemental and summoning dot damage looks depressing
It's more than the 0 on invalid targets.
so looks like summoning would be +25 % at 29 - 53 and -25% at 17 - 31
Very cool. Thanks for sharing!
Does figurine work now ?
second round of dot takes 10 sec to happen, how long do you take to kill something?
lets go see
Not quite yet. I have a fix but don’t want to deploy it and break something else right before I do to bed
Should be just thing tomorrow morning
Eesh, that makes me feel bad about Elemental/Summoning.
Can we have a full damage blessing lore flare lol
hey nyxus u said the dieasee doesn't stack with rot but it actually does because i just tested with 1 weapon it is about 60 somethign damage but with 2 it goes to 80 something
Maybe I'm missing something but why are elemental reduced in the first place?
They hit everyone. Alive, Dead, Bleeding, Oozing. They don't care.
Can you DM me logs please? This shouldn’t be possible
I look away for an hour to sort golem parts and in comes a spreadsheet drop!
They hit all targets
Okay, so basically what I'm getting out of this is:
- Necromancy/Telepathy if your endgame is the Hive, Boreal Forest, Eldurhaart, Ojandhaart, or Berserker's End
- Religion if your endgame is Moonsedge, the Pits of the Dead, or the Spirit Walk
- Elemental/Summoning if your endgame is Fjallarhaart or if you indiscriminately hunt wherever in the Hinterwilds the Adventurer's Guild sends you
The downside to this is its a crapshoot what content might change or come out later on
Yeah, that's one reason I'm content with sticking to Earth flares unless they come out with some crazy Blessings lore next Duskruin. Elemental is the most general purpose no matter what gets released.
next asc hunting we going primal ~ no wearing spells at all
I'll be aiming for fire. But, that's also because I am a fire aligned mage... So, just kinda fits nice, and I can make the lore threshold work
I think you also have to consider class in that.
Telepathy is a sacrifice for a Bard. But Necromancy/Religion is doable, as is Air Lore.
Religion is a sacrifice for a Cleric.
What do you think will be best for ship graveyard? Religion?
religion is a sacrifice for a cleric? in what world?
Yeah, that's a good point. I'm generally in agreement with the people who say that, on a long enough time scale, we should be using lores of a type not native to your your profession.
But there are exceptions, like Air being perfect for bards or Summoning working well for rangers with 91+ ranks already. Or sorcerers just having everything except mental lores. 🤣
I imagine ship graveyard will be undead plus water creatures, so a mix of stuff
yeah I recall an undead pirate, morrows, harpies
Yeah, I don't think a ship graveyard would even possibly make sense unless it had both undead and living creatures.
Summoning could complement necro and holy flares nicely I think
all I need is that greater dark catalyst gemstone to go with it all lol
I know it's said in jest and excitement about the new gemstones, but I wouldn't expect to see specific class boosts, because as far as I know, they're not meant to replace a future class specific ascension offerings down the road
Spiritual Lore - Blessings.........| 200 100
Spiritual Lore - Religion..........| 140 40
Spiritual Lore - Summoning.........| 160 60
that is nothing! 2x lore people can't talk!! and most clerics have more religion than u
He used to have more religion before he was stood in that corner with the spotlight on him.
clerics needing 100 blessings for their service to do holy fire flares is a little restrictive yeah, but it's ok I'm sure blessing lore is comin at some point haha
Well with falling 330 prices thats probably true
My cleric has 45 blessing lore, 5 asc blessing lore, and +50 blessing enhancive kit and a TON of religion lore.
does the necromancy lore flares update mean that the converted rotflares are nerfed? or will they do the same damage they did before, just faster?
it is suppose to be better for the first 10min or so
The update is a buff to rotflares 99% of the time.
Could we get some math on flare affinity % increase flare frequency please Nyxus?
I would also like to know what the "effective rate" of runestaff flares is after FA is added. (Based on some recent posts I assume its flare rate +50% so 1-in-8 to 3-in-16?)
-Eying the 8.5m exp I need for 101 telepathy ranks as a warrior- -HEAVY SOBBING INSUES-
Religion is absolutely not a sacrifice for clerics
Only for banker clerics.
Banker?
For melee with flare affinity I'm seeing 1 in 7 roughly. Add boost supercharger which does further increase the frequency of flares and it's close to 1 in 6. I was really expecting it to be closer to 1 in 4 or 5 with FA and supercharger though
Banker, as in 100% sanctify clerics.
consistently is flaring at below what I'm seeing from my acuity flares as well, so that makes me thing it's at roughly a 10% flare rate which would be exactly half what it should be moved to dr chat (nothing to do with flourishes-
Acuity is also pre-resolution and can trigger upon death of a critter.
realized I put all this in the wrong chat... -gonna move things to the DR chat-
ohh, flare affinity, I thought you were referring to the lore flourishes
I haven't had my coffee yet!
No, pretty sure this chat is correct. FA is a combat flourish
yeah I obviously haven't had enough either yet this morning, (I was talking about a bug with cursed armor, nothing related to FA, was just in the wrong channel)
Speaking of lore flourishes, does the DoT refresh every single hit at 171 ranks of lore since the flare rate jumps to 100% or does it have to finish out it's run before being able to refresh?
It runs out, and reapplies. Otherwise refreshing it would likely continue to reset the 2s counter each time, and cause that first tick to potentially never hit
In some weird way I would be scared my 1 second "re-applies" would mean the DoT never fires
Zhagen nailed it
If you have 506 or use 1 sec tonis you won't see many dots
You swing before dot fires or reapply it
RIP my purchase plans I guess
That was my point, it explicitly doesn't overwrite/reapply them, because otherwise it would be suppressing that 2s bit. so it's just a binary apply if null, if yes, don't reapply
I would complain that is a bug and demand a refund if I had previously bought as a rapidfire caster! If it truly works like that then its unfair to fast players. Also that would not make any realistic sense. My attacks are saving the critter from DoT damage??!?!
Does the damage stay constant over the course of it's application or does it reduce with each tick?
Basically the 2 second reapply is perfect for 2/3 second swingers and casters and terrible for wizards.
The dot is constant but first dot is 2 seconds and second dot is 10 sec
Fast players ain't seeing a second dot ever
I didn't see any degradation approach in the info Nyxus provided
Just to be clear. Cast at critter. 1) attack resolves 2) post attack immediate initial elemental flourish flare 3) 2 seconds later 1 elemental DoT proc. Is that true?
yes
Flare affinity is legit in regard to the potency increase. Anyone using dispel flares should get it and anyone using a post flare should consider it. Lore flares are iffy
So will I never get my first singluar DoT at 1 second cast RT? (Only the initial flare)
Whirlin is corrrect. Classic rotflares does degrade because of disease dissipation. The damage for new rotflares does not degrade across the life of the DoT.
If you're attacking at 1s, it'll be Cast (apply), cast, (dot from initial cast), cast, cast, cast, cast, cast, cast, cast, cast, cast, cast (dot from initial cast)
+- like, 1 cast
Out of like 4800 initial flares I have 700 dots or so. The dots will happen because lag and other things. But someone casting in 3 sec and someone swinging in 4 is going to see a lot more. Or your initial cast or swing kills it.
So Whirlin's statement and yours seem to not be aligned (in practice maybe), technically right vs. practically right etc...
The 700 DoTs is because Ruse's offhand basically finished stuff off. or was mid-assault or something like that
I don't have an off hand, ohb only w shield
Only post flare I have is telepathy.
Sk506 I flat out beat the dot many times and get a second swing in and kill it. Very little survivors 2 hits at 180+ DMG average
Change the name to confusion flares
I'm mostly interested in lore flares for the flavor, and for those creatures that don't seem to crit too well, which I run into a lot during invasions. Though mostly it's for the flavor. I like DoT stuff, and use hamstirng all the time for it so it kinda fits with my build. I'm not really a fan of 506 myself.
Playstyle matters. As a warmage, I have about 8 AS, so if I somehow get a 101 endroll, I'm super happy, and leave the damage to the 9000 flares I have. This fits well for me, because even though I'm aiming for the eyes like Boo, it never works out that way against things that aren't simple fodder.
I do agree though that dispel and FA are a great combo. Was even crazier when it boosted my starsong and getting like 200+ damage each time that went off before the bug fix.
Can someone put out a "basic runestaff" with each of the elemental lore flares in test?
Whirlin is spot on with play style.
I've got self spelled 700+ AS as an empath with sk506. I just do a lot of damage before telepathy dot can kick in
Yeah, for Missoni it wouldn't help much either since she basically one shots everything we come into contact with, so it's certainly an individual thing.
So the difference is they dont get the DoT because its dead. That is pretty good 1 shot rate...
It's also what you hunt. If I want to mindlessly deathkill OTF by just one-shotting everything that moves ever instantly. I can do that. If I want to head to Reim where everything is NCU and annoying, the DoTs will help more. If I go to one of the ascension zones that I can barely hit, the DoTs will do a lot more work.
With the upcoming goals of Gemstones and an actual carrot to keep me from mindlessly deathkilling the countryside in a way that Trogdor would love, I want to be a little more effective at the higher end stuffs
Wizards don't have any skills or spells that would mass apply the DoTs like volley right?
I think whatever GM finally bestows Volley to me will likely also be blamed for a crash shortly thereafter when I volley the everything
To be fair, I've done the vast majority of testing in arena. I typically hunt gigas, mutants, or hive and may see more use there.
Spending 400K BS isn't about killing Ithzir faster.... its about sending a message. Zhagen remembers his 90s. 🧌
That just makes it MORE worth it
I can certainly confirm you still get dot ticks with 1 second casts. Also obviously 518 should proc on all targets like volley imo
I agree, make it happen people
AoE spells were last adjusted before the PSM, and were widely removed from some ability flare procs and things... I think mostly with concerns with netting positive mana from mana flares on AoEs and stuffs. But, hopefully it can be re-evaluated when/if a wizard review comes along.
The lore flare add cert is on the table in tsc in test. They put it back out over the weekend so you can make a simple test weapon.
Lore flares are definitely not iffy! At 171 ranks and 75,000 flares. I’ve come out to 42% of the 100% flares are Rank 5+ compared to FA at 100% of the 40% flare rate.
Now which lore you use could have an impact on that. Isn’t there something special about puncture and fatal crits?
So wait, for the quick swing inclined, lore flares are absolutely worthless?
…. I have sk506. No there’s nothing worthless about them. I would choose them over FA every time. They match the fatal potential and exceed it since they crit every single time and wound stacking kills.
Not sure how you reached that conclusion...?
how high though? like there's a pretty considerable difference beween maybe barely doing a 5 or 6 vs a normal distribution anchored on 7 like FA would be
And the "special" puncture thing is they're fatal at rank 4 to the eye, every other damage type is at least 5 for its best locaion (except lightning and nerves and i that's all crazy town so who knows)
it's a bigger difference cause 8 is the general threshold for non-head/neck areas on the torso so if you're 7 on average with like 30% 8+ that means even torso shots are fatal.
If you're more like 5 or 6 with barely any 8+ that means torso shots are still rarely if ever fatal.
This is why 1030 is so op cause it's basically a 9 every time so it's like "did you hit a limb? if not congrats its dead"
I posted the crit rank break down hree somewhere, trying to find it
So I hear there's new combat flourishes in the works, we going to see a few dropping in february?
Here it is. #duskruin message
I'm not familiar with your total kit but from my perspective it's the opposite because my melee swing kills so often. But that's because of my AS using a 10 CER crit weighted perfect morning star with 1605 and a lot of summoning lore. I'd say the same for someone using a claidh. Or a rogue that ambushes.
I use a bow. I aim at eyes. I get tons of kills without flares yes. That's why I did my calculations based on flares not attacks.
Oh I'm doing both
I mean with recent changes... "Why not both?"
Yeah if I didn't have these numbers, I would be eyeing flare affinity.
Made it easier to read... From the arena last night. Small sample of only 1900 flares. Necromancy
areana always pretty wonky cause they're so crit resistant it might be even better to be fair, maybe lore flares are avoiding the resistance somehow? i dunno it's all weird
True. I feel like they'd be more likely to have puncture resist than disruption too heh.
But the 75k are mostly from everything in the atoll.
but i think if you were using like, most of the flare types (not gonna figure out lightning, you can't make me) they're generally 6/6/6/8/8/8 for fatal spots. melee flares are slightly better typically. but i think that would have worked out to something like 272 death crits roughly (a rank 6+ to head/neck/eye or a rank 8+ to torso)
if it was FA if you converted, doing a spitballed normal distrubtino of 10/20/40/20/10 since i don't have actual numbers for ranks 5/6/7/8/9 then ~30% of your torso shots and ~90% of your head/neck shots that were sub-rank 5 would also become fatal so that woulda been 586 roughly
and it probably would be slightly better since it's a higher range to random from so even some of the 5/6s would be higher i would think. but that about tracks logically. The other consideration is location distrubtion, pretty sure cat b flares are subject to a weighted average based on target size comparison (i.e. you probably hit more legs on gigas). I think. And I have no idea of lore flares do that or they're just "lol roll a <count of bodyparts> sided dice"
Seems like the tradeoff is more fatal crits (2-3x?) for FA vs. a TON of extra HP draining flares/DoTs for lore flares
Interesting.
it is a lot more raw hp, but also FA flares would hit for, i can do math again but all those sub-5 shots would be doing more like 40 damage instead of 5 -15
and the very much harder to measure increased damage on followups because every FA hit will even if it doesn't kill it messed that things day up (cut off a limb, big head wound, etc.) that can all be big DS swings
i think if you can swing the 171 lore it's probably lore flares, probably. but it gets a lot more complicated at 105, and almost certainly FA pre-105
Agreed.
Anyone know the relative heath range of the HW gigas/medium critters? Is it like 500? I definitely have times where it takes 3-4 bolts to take out a maiden so I figure the guaranteed 150-200 extra damage might help but not sure depending on their HP.
What really puts FA ahead is if you have bane flares. Now you've doubled your fatal crits against a specific type of creature anyways!
Need bane to get flourish treatment
Banes so expensive for what ya get though.... unless you hunt undead 100% and get undead bane or had old GUB
Banes are already their own separate thing
They need to have HESS sales, buy 2 get 1 of lesser or equal value for free....
But we want more than one bane and to be able to swap between them!!! One weapon to rule them all! (with some sort of cooldown required to swap)
I've been saying this since last year!
Just realized that bane flares probably use Fatal Afflares messaging, which means one day I'll face an impossible choice between [screen scroll + one-and-done (so lower cost)] for bane flares and [number go up + mechanical superiority] for bane AS! :grimacing:
There's only one solution.
jots down for Tivvy's next Duskruin request form: "bane combiners"```
The issue of rotflares and necromancy lore flares DoT stacking should now be resolved, as per #development-announcements message
Is screen scroll a real desire or a joke desire
Screen scroll is the realest desire!
I had to make my custom FA messaging only apply to Accuity instead of general to the weapon, because it did change the bane as well and the custom didn't really work for the bane.
I hope the resolution was it causes a necromantic magic backlash that kills the attacker. 🤞
studies show that screen scroll is directly correlated with happiness and a sense of well-being
the more lines the more intense the situation was against the individual
Is this like named weapons hit harder
Imagine having a named weapon.
You have to be able to hear its voice in your head and talk to it for that bonus.
Gonna do 250 arena runs and see what the flare rate ends up for flare affinity with dispel flares and no supercharger
Might as well stream it if anyone wants to watch pretty colors
Runestaff? Pretty sure you’ll see something on the order of 1:4 to 1:5
Melee standard falres are suppose to be base of 1 to 5
I -thought- sometime way back when it was said by a GM that the flare rate was boosted 50% by FA. I could be completely misremembering though 🙂
Well if its 1 to 5 and ends up at 1 to 3
1. Understanding "Direct Damage" and "Flares"
Direct Damage: This refers to the main hits, like weapon swings or spell casts, which are the base hits and always occur.
Flares: These are additional effects that might occur when a hit is made, such as elemental flares, special attacks, or debuffs. They don't always happen on every swing but occur with some probability.
2. Flare Rate Calculations
The script calculates the flare rate in two ways:
"1 per X swings" Rate: This tells us how often a flare occurs relative to the base direct damage swings.
Percentage Rate: This gives the percentage of swings that resulted in the flare.
a. 1 per X swings:
Formula: 1 per (Direct Damage Hits / Flare Hits)
Explanation: The idea here is to express how often, on average, a flare happens relative to direct damage hits. If a flare occurs once every 5 swings, this would be expressed as "1 per 5".
For example:
If you have 100 direct damage hits and 20 flare hits:
Flare Rate: 1 per (100 / 20) = 1 per 5 swings
b. Percentage Rate:
Formula: (Flare Hits / Direct Damage Hits) * 100
Explanation: This shows the probability that any given swing results in a flare. For example, if a flare happens 20 times out of 100 swings, the percentage rate is 20%.
For example:
If you have 100 direct damage hits and 20 flare hits:
Flare Percentage: (20 / 100) * 100 = 20%
3. How the Script Implements It
The script tracks every direct damage hit and every flare hit separately. It then compares the flare hits against the total direct damage hits to calculate both the "1 per X swings" rate and the percentage.
1 per X swings Calculation:
1 per (direct_damage_hits / flare_hits).round(2)
Percentage Calculation:
(flare_hits.to_f / direct_damage_hits * 100).round(2)
4. Example Outputs
Imagine you have these stats:
200 direct damage hits
50 flare hits
The script would output:
Flare Rate: 1 per 4.0
Percentage: 25.0%
This means that every 4 swings, a flare is expected to occur, and 25% of all swings result in a flare.
5. Use Cases
These metrics are helpful in understanding the reliability and frequency of different flares:
Weapon Flares: If you're testing a weapon with a supposed 20% chance to flare, you can use this script to validate that it’s flaring approximately 1 in every 5 swings.
Runestaff Flares: If runestaffs have a lower flare rate, say 12.5%, you can track how often they are actually flaring in practice.
Summary
"1 per X swings" Rate is a way to express how often a flare occurs relative to direct damage.
Percentage Rate is the probability of a flare occurring on any given hit.
Both calculations are derived from comparing flare hits to the total direct damage hits.
This dual metric system provides a clear, intuitive way to assess the frequency of flares in both absolute and relative terms.```
Chat GPT is fun
Ewww, that's some non whirlin brand knowledge that chat gpt is spouting
Standard flare Melee is 1:5 and runestaff is 1:8 @rigid bridge
Yup, I know. Its on the wiki.
At 50 entries so far. Current flare rate is 1 per 3.51. If the standard is 1 per 5, the flare rate improvement of flare affinity is approximately 29.8% faster than the standard rate of 1 flare per 5 swings.
Gonna go out on a limb and say that flare affinity is intended to improve the frequency of melee flares by roughly 30%.
https://discord.com/channels/226045346399256576/1080465840874463282
Just in case it's of interest. When I did some log parsing a while ago, I came to an approximate total flare rate of around ~30%, or something like a 50% increase over base.
I feel this is a case where parsing will always be a best guess sort of thing because it's really hard to account for killshots etc.
Hence, dispel flares. No chance of missing a flare opportunity
Gonna finish this book without boost supercharger and then do another 250 book with boost supercharger the entire time
Hey - not sure if this has been reported yet, but here's the situation:
I have an existing staff that had rotflares. I converted the rotflares to the flourish system. I then purchased spiritual summoning flares. The bard song now shows two necro flourishes.
It has been infused with mana (+5).
It appears to weigh about 2 pounds.
It is estimated to be worth about 1,000,000,000 silvers.
It is predominantly crafted of surita. It is greater surita (d125).
It has been ensorcelled 5 times.
It has been sanctified 5 times.
It may be enchanted up to a bonus of 50 by a wizard and was last enchanted by Venkman.
It is an overwhelming project (1,356 difficulty) for an adventurer to modify.
It has some unknown (scripted) benefit.
It has the Lore Flares - Sorcerous Lore - Necromancy and Lore Flares - Sorcerous Lore - Necromancy Flourishes.```
That's a known issue. It should show correctly on FLOURISH STAFF, and function correctly. Thanks for letting us know though!
We'll get to it
All good. 🙂 Thanks, Nyxus.
Confirmed that FLOURISH STAFF is correct.
>1. Lore Flares - Sorcerous Lore - Necromancy (Mechanical)
2. Lore Flares - Spiritual Lore - Summoning (Mechanical) (Inactive)```
Nyxus, you getting enough sleep?
Probably not 😄
That definitely doesn't seem as good as I thought it would be. My bet was flare rate +50%.
Dispel_CatB Flare w/Flare Affinity Statistics:
Average Damage: 36.37
Median Damage: 35.0
Standard Deviation: 11.55
Damage Distribution:
10 - 19: 3 hits
20 - 29: 173 hits
30 - 39: 376 hits
40 - 49: 148 hits
50 - 59: 83 hits
60 - 69: 55 hits
70 - 79: 22 hits
Total Hits: 860 hits
Highest Recorded: 70
Flare Rate: 1 per 3.39
Appearance Rate: 29.51%
Comparison to Standard Melee Flare Rate: 32.23% better than the standard (1 per 5 swings)
I'm not sure I understand this:
32.23% better than the standard (1 per 5 swings)
29.5% is ~48% improvement over 20% standard flare rate
That's... not on chance to flares work... That's now how any of this works
ChatGPT living up to its name reputation
Lol, teach us Whirlin
Whirlin is ChatGPT
Flare rate is an increasing percentage since the last observation of a flare.