Both INT and Collars increase Deathaura to my knowledge, same with Taint. It's a lot of money to spend on just those two abilities, (Decay as well, I suppose) but the folks that have that kind of discretionary income can be pretty obnoxious with them. Artie'd-up Taint/Arc before the diminishing returns went in was like whoa, and it's still pretty painful even now.
-- Grounded in but one perspective, what we perceive is an exaggeration of the truth.
Hmm, will have to test a bit. New specs make damage pressure so important, something that no Infernals really did previously apart from the really top tier/top expense ones.
Sash is. I tested it. You get more things plus roughly the same damage. More mana, "harder" mind locks. Sash all the way bro. On my list and will hopefully have one by Christmas of 2016.
Do Formulation masks (specifically SECUREd Formulation masks) do anything yet? My understanding is that the ability to retain the defence after removing the mask was fixed, but I'm pretty sure the defence didn't actually do anything when I tested it initially.
Yes, it entirely prevents any effect from certain compounds now. I haven't tested everything thoroughly (waiting until the last batch of classlead changes, just in case something else is changed), but it at least prevents your own monoxide (both in-room and adjacent) and intoxicant from affecting you. Don't know if it protects against other alchemists.
It also stops you from seeing the ticks though, which can be annoying.
At 10 INT it was doing about 7.05% damage At 12 INT it was doing about 8.08% damage At 10 INT and level 2 Collar it was about 8.2% damage At 12 INT and level 2 Collar is was about 9.1% damage
Looking at it like that, if your only care is the damage, the collars are a much better buy. INT is over 50% more expensive for almost the same damage increase. I am not sure how it will scale as you go higher in INT though and of course the extra mana might be worth the more than 50% price increase over the collar.
Oh you already have a level one. I tested 11 int going to 12 and no collar to a collar. And looking at your numbers going from 10 to 12 was only -slightly- worse than going from no collar to level two collar. I'd still do the sash, but I'm still not 100% sure what level arties you're looking at.
Edit: You're still getting the added bonus of more mana and the like.
Does the recent change to shatter mean I can't use it with my Magi staff?
try it, and if it doesn't work, bug it.
Aurora says, "Tharvis, why are you always breaking things?!" Artemis says, "You are so high maintenance, Tharvis, gosh." Tecton says, "It's still your fault, Tharvis."
IF you're converting unbound credits to bound credits, and then bound credits into lessons, AND you are still able to obtain the lesson bonus (the first 1000 credits you convert to bound are eligible for this), then you'll get 850 lessons.
If you're just converting bound credits to lessons, or your lesson bonus has run out, you'll get 600 lessons.
Edit: HELP LESSONS is a good read in-game.
And I love too Be still, my indelible friend That love soon might end You are unbreaking And be known in its aching Though quaking Shown in this shaking Though crazy Lately of my wasteland, baby That's just wasteland, baby
For the first 1000 credits you bind (whether you convert them to lessons or not), you also get 2.5 lessons, so your first 1000 unbound credits are basically worth 8.5 lessons each.
Doesn't a restoration apply heal the limb immediately, or do you mean that you break the limb before the four seconds is up and they apply mending?
Also, how exactly does having a low health factor into it?
Restoration heals the limb at the end of the four seconds. If you do enough damage before it goes through to kick it up from partially damaged to mangled, it will heal back to partially damaged. Usually (I think), it's more along the lines of break both legs and keep hammering on the right one so when the first resto goes through it cures the left and you have 8 seconds to get the right mangled.
If getting spammed with puppet bleed how do you survive that?
Dropped revit, hands spamming clot. Had others handsing me, was sipping mana and eatting potash. still spamming clot. touched crystal tattoo and clotted back down to 0% mana. still got hit by 5kish bleeding (more life than I have)
Would like to avoid running off-plane if possible, because honestly that's like the lamest thing I can think of to counter it.
If getting spammed with puppet bleed how do you survive that?
Dropped revit, hands spamming clot. Had others handsing me, was sipping mana and eatting potash. still spamming clot. touched crystal tattoo and clotted back down to 0% mana. still got hit by 5kish bleeding (more life than I have)
Would like to avoid running off-plane if possible, because honestly that's like the lamest thing I can think of to counter it.
Sip mana instead of health and spam the hell out of clot. This even works alone and if you had people handsing you that gives you more leeway before its too late to start doing that.
If getting spammed with puppet bleed how do you survive that?
Dropped revit, hands spamming clot. Had others handsing me, was sipping mana and eatting potash. still spamming clot. touched crystal tattoo and clotted back down to 0% mana. still got hit by 5kish bleeding (more life than I have)
Would like to avoid running off-plane if possible, because honestly that's like the lamest thing I can think of to counter it.
Sip mana instead of health and spam the hell out of clot. This even works alone and if you had people handsing you that gives you more leeway before its too late to start doing that.
I had revit up, (+800-1000ish mana every 10ish seconds) Priotized mana (after trying to heal the bleed) Had people handsing me so didn't need to sip health at all, Was eatting potash, and used a crystal tattoo and still continued clotting. but couldn't keep enough mana up until death (might just be low mana pool I suppose since unlike most abilities clot has nothing to do with %)
+2 con, allows the alchemist to bolster to convert 50% of their current mana into health (can be done prone, don't remember the balance cost and can't check now). The enhancement lasts 3 minutes and when it wears off the alchemist takes damage (if I remember right, base is 20% of max health, plus another 20% for each bolster, can't kill you and will just leave you at 1 health instead), and if bolster was used, prone and I think 2-4 seconds of unconsciousness (duration of unconsciousness won't exceed 1 second per bolster, otherwise it seems random).
Some of the numbers might be off, since I'm just going by memory.
Comments
Will need to see which is the best bang for buck.
Yes, it entirely prevents any effect from certain compounds now. I haven't tested everything thoroughly (waiting until the last batch of classlead changes, just in case something else is changed), but it at least prevents your own monoxide (both in-room and adjacent) and intoxicant from affecting you. Don't know if it protects against other alchemists.
It also stops you from seeing the ticks though, which can be annoying.
Look, @Sena, stop derailing.
It's called Quick Combat Questions, not Quick Combat Answers
At 10 INT it was doing about 7.05% damage
At 12 INT it was doing about 8.08% damage
At 10 INT and level 2 Collar it was about 8.2% damage
At 12 INT and level 2 Collar is was about 9.1% damage
Looking at it like that, if your only care is the damage, the collars are a much better buy. INT is over 50% more expensive for almost the same damage increase. I am not sure how it will scale as you go higher in INT though and of course the extra mana might be worth the more than 50% price increase over the collar.
Edit: You're still getting the added bonus of more mana and the like.
Artemis says, "You are so high maintenance, Tharvis, gosh."
Tecton says, "It's still your fault, Tharvis."
IF you're converting unbound credits to bound credits, and then bound credits into lessons, AND you are still able to obtain the lesson bonus (the first 1000 credits you convert to bound are eligible for this), then you'll get 850 lessons.
If you're just converting bound credits to lessons, or your lesson bonus has run out, you'll get 600 lessons.
Edit: HELP LESSONS is a good read in-game.
That love soon might end You are unbreaking
And be known in its aching Though quaking
Shown in this shaking Though crazy
Lately of my wasteland, baby That's just wasteland, baby
For the first 1000 credits you bind (whether you convert them to lessons or not), you also get 2.5 lessons, so your first 1000 unbound credits are basically worth 8.5 lessons each.
Doesn't a restoration apply heal the limb immediately, or do you mean that you break the limb before the four seconds is up and they apply mending?
Also, how exactly does having a low health factor into it?
Dropped revit, hands spamming clot.
Had others handsing me, was sipping mana and eatting potash.
still spamming clot. touched crystal tattoo and clotted back down to 0% mana.
still got hit by 5kish bleeding (more life than I have)
Would like to avoid running off-plane if possible, because honestly that's like the lamest thing I can think of to counter it.
Also both times I killed you with bleed I had over 70 fashions
i'm a rebel
Yep. 70% I think?
What does this alchemy spell do?
[ SnB PvP Guide | Link ]
Some of the numbers might be off, since I'm just going by memory.