Increased Volatile Dead Dmg Enchant

Increased volatile dead dmg enchants
  1. Increased Volatile Dead Dmg Enchant Skin
  2. Increased Volatile Dead Dmg Enchant 1
  3. Increased Volatile Dead Dmg Enchant 2

Best Answers

  • I think you need to get to 160 then buy/craft a legendary 160 weapon.
  • A quick list of getting a lot of Weapon Damage would be:
    • be CP160
    • Use Gold quality Weapons
    • Use x3 Gold Weapon Damage Jewelery Enchants
    • Use complete sets that have Weapon Damage bonuses (like Hunding's Rage)
    • Use a form of Weapon Brutality
    • Make sure you have all passives that increase weapon damage (like Medium Armor passives)
    Reorx Holybeard -- NA/PC
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  • Gold cp 160 weapons will add quite a bit, but I'm guessing the bigger problem is with your set gear. What sets are you running right now? And also assuming you didn't buff with major brutality (rally, hidden blade, potions, and a few other skills give this buff).
  • Don't fixate on a single stat like weapon damage. Even more pertinent; don't fixate on stats when you are not close to max CP. Your actual output is influenced by a variety of sources and simply maxing your weapon damage will not get you the desired result.
    Percentage buffs like Minor Berserk or points into the Might CP star will both directly effect all physical/disease/poison damage you deal not just your light and heavy attacks.
    While the nomenclature may change, you are still essentially not a 'top' level character, until you have max CP. Even at CP 160 where you can equip end game gear, you still simply do not have the stats of a max CP character. At 160 CP just looking at simple CP points like Mighty, you will have 9% less output from all physical/disease/poison than a 561 CP and they will have an additional 20%+ and more in other CP stars. And that doesn't even take into account the raw health/Magicka/Stamina advantage that a 561 character has.
    With Battle leveling if you were to make gold sets at your precise level you would approach and in some cases surpass a 561 character. However the cost of making that gear would not be worth the value as you would soon out level it.
    It's best to focus on enjoying the game while maximizing the sets you have available and wait to number crunch on statistics until you reach max CP.
    Bosmer Dragon Knight Archer. XBox One. (Flawless Conqueror Bow/Bow)
    Bosmer Nightblade Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Sorcerer Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Warden Archer. Xbox One. (Flawless Conqueror Bow/Bow)
  • Max out fighter guild
    Purchase all passives
    Slot Flawless Dawnbreaker, Trap Beast, and Expert Hunter = 14% WD Increase
  • it's not just weapon damage you need to increase. there is max stamina too.
    the damage formula is scaled to (weapon damage + max stamina / 10.46), so if you have a set that gives you +4k max stamina, it has similar effect to giving you +400 weapon damage.
  • Fighters Guild skills give weapon damage for each slotted
  • Gold cp 160 weapons will add quite a bit, but I'm guessing the bigger problem is with your set gear. What sets are you running right now? And also assuming you didn't buff with major brutality (rally, hidden blade, potions, and a few other skills give this buff).

    Ahh okay makes sense. I am running really simple sets, I have ashen grip(piece) with deaths wind (two piece) and nights silence (4 piece) pairs with medusa ring and two pieces of agility jewelry.
    Ok so hidden blade would increase weapon damage a bit?
    For pve, look into hundings or night mothers gaze for a 5 piece set. And if you're running dw and bow, then yes hidden blade would give major brutality, but most people I know just use weapon potions for the buff or crit surge if they're a sorc. But as many have said, just hit cp160 first, then work on your gear there are plenty of guides on here and youtube that are class specific.

It is not a threat enchant, it is a migitation enchant which basically means 15% less dmg (in practice it might be less since instant attacks and dots are not influenced). I can come up with numerous situations where you would want to trade a bit of threat for less dmg taken. It is a nice an enchant for on a secondary weapon for a protection. Increase Your Spell / Weapon Damage. There are lots of ways you can increase your Spell and Weapon Damage. The weapon that you wield into a fight has the biggest impact on your Spell and Weapon Damage values. You’ll notice that all weapons of all types give a damage stat on them – this is both Spell and Weapon Damage and when.

241):(.) Each creature in a 20-foot-radius sphere centered on the point must (.)My problem is, the sources I found so far - including the to similar questions here - talk about measuring spheres from grid square intersections, whereas this clearly talks about it being centered on the unlucky Wild Magic sorcerer. Plus, since it's a wild magic effect, it doesn't exactly have a caster that can pick a point of origin. Per the 's Wild Magic Surge table (PHB, p. 104)07-08: You cast fireball as a 3rd-level spell centered on yourself.There's other questionable area spells in that list ( grease is a 10 foot square, so your square and which three?), but I'll focus on spheres like (PHB p. Dmg guide for area of effect.

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Increased Volatile Dead Dmg Enchant Skin

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Comments

Increased Volatile Dead Dmg Enchant

commented Jan 24, 2018

Increased Volatile Dead Dmg Enchant 1

Volatile Dead's damage calculation for its corpse explosion is currently including too many damage sources in Path of Building. I assume this could also be true for Detonate Dead and Cremation but I have not tested this.

I will here list the two sources that I find to be incorrectly added to its damage calculation.

Vanilla rogue dagger mh dmg or dps list. Welcome to Wowhead's DPS Rogue Class Classic Guide, updated for! Vanilla WOW for rogues was really about white damage. That’s why combat dagger’s was so powerful, very fast attack speed and LOTS of white damage/poison proc’s. Comment by Rudy199 How is human the best PvE race if the best dps builds are really with daggers?

  1. Volatile Dead's corpse explosion should not have its damage increased by the flat damage described on the gem itself.
    On a new character in path of building, when you set enemy corpse life to a low amount or zero it lists the damage of Volatile Dead's corpse explosion as being the same as its spell part. This is incorrect and the corpse explosion should do little to no damage in this case.
    I tested this by using a level 1 unearth to create a corpse and using a level 20 volatile dead to consume it so that both damaged the same mob. The corpse explosion is then not even able to kill level 2 monsters while the balls easily kill it as well as monsters in much higher levels.
  2. Volatile Dead's corpse explosion should not have its damage increased by sources that add flat damage to spells (spells being the keyword here) eg. the cremating prefix for weapons which might say 'Adds 36 to 73 Fire Damage to Spells'.
    I have a weapon, a ring (elder) and a jewel that adds fire damage to spells. When I equip either of them in path of building the corpse explosion damage is increased.
    However using either of them with a level 1 unearth and a level 1 volatile dead I did not see any damage increase from the corpse explosion and it was still unable to kill level 2 monsters while I did see a significant increase in the ball's damage.

I have tested the gems Added Lightning Damage Support and Innervate Support as well as The Embalmer gloves and they do add damage to the explosion so I assume all other sources that does not specify spells will still work as Path of Building assumes it too.

Increased Volatile Dead Dmg Enchant 2

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