Slim Melee Debuff Attack Dmg
Jun 22, 2019 Dark Melee gives attacks that give health and endurance, which Willpower does not need. The Recharge bonus you put in will not affect Willpowers Uber Buff Tier 9, nothing does. With Invulnerability you have tougher armors, def debuff resistance, and the global Rech brings your tier 9 around faster, also brings the heals and end recovery faster.
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Slim Melee Debuff Attack Dmg 3
Overview[editedit source]
Melee Damage in ARK: Survival Evolved is a basic statistic for both players and creatures. It is a measure of the amount of extra damage dealt when attacking, or yield when harvestingrenewable resources. Thus, a higher Melee Damage kills creatures and other players, as well as harvest resources, in fewer hits. It also increases the total yield of resources harvested from a renewable resource, and improves the chances of receiving any rare resources. Base damage depends on the tool or weapon in use, and Melee Damage is a multiplier of this base damage. |
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Special: YellowList of Modules Damage Ship Upgrade Modules.Shield Ship Upgrade Modules.Health Ship Upgrade Modules.Special Ship Upgrade Modules.ObtainingNot all of the ship upgrade modules can be obtained easily. Some of them can be bought for in (, ) and some can be obtained from H.I.T.A.C.
Increasing[editedit source]
Putting a point into Melee Damage for players increases their damage modifier by 5%.
Notes[editedit source]
- Some servers 'clamp' resource harvesting, meaning that each source has a max amount of resources it can yield, regardless of how much your melee damage allows you to harvest with each hit.
- Eating Battle Tartare or Enduro Stew temporarily increases your melee damage.
- Attacking while you are out of Stamina increases your Torpor.
- Increasing melee damage affects the damage output of player melee weapons, but not of ranged weapons. It also increases the damage of all dino attacks that a dino has.
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Slim Melee Debuff Attack Dmg Free
Hello! Sorry, i'd just copy the whole thread from steam. It was made by other person. ' ©Mindtroverted | Posted by Singrave on Sep 12, 2019, 1:11:08 AM |
I'm playing pestilent strike as main skill. The glaring issue is 6/7. Duration does not directly effect the 2nd portion of the skill. It does however boost the damage since the ability collapses all remaining damage into the 1sec debuff. This ability loves multistrike. High application rate, improves wave clear and single target all at once. With enough duration/aoe this skill explodes screens. Currently demolishing T8 maps in shit gear very casually w a 5L setup. The weirdest thing about bosses Isis the die faster when you attack the adds and the boss gets owned by the Debuff, very strange but bosses die instantly this way. If I can smooth out the build and grind to T16 and Uber shaper I'll probably make a full guide. Cheers | Posted by on Sep 16, 2019, 4:41:42 AM |
I'm the original poster from Steam forums. My approach was to have Viper strike as main skill bosskiller and Pestilent Strike for mapclear. I'm using Pestilent Strike + Ancestral Call + Melee Splash + Increased AoE in my 4-link Embalmer Gloves. I've read that Melee Splash also applies Pestilent Strike's debuff so the whole point of that 4-link setup is to get as many enemies hit with the debuff and proliferate the dmg on as big an area as possible. When mapping or delving or doing anything that requires clear, I just use Pestilent strike once and then use Viper Strike once or twice. Normal packs die before I even use Viper Strike. Magic and Rares usually take a couple of Viper Strike hits, but only if they are isolated. If the regular enemies spread the dmg debuff to the Magic and Rare monsters, they usually die all by themselves. Still haven't gotten to Shaper but I did finish a T16 without dying so I'm assuming it should be able to go the distance. | Posted by on Nov 9, 2019, 9:10:46 PM |
A few notes on your post: 4) (De)buffs don't stack with themselves unless it's specified that they do. Pestilent Strike says nothing about its debuff stacking, so I don't think you can assume you can do mass damage to a boss by killing multiple enemies near it. 6) Pestilent Strike doesn't 'transfer' Poison. The debuff it applies isn't Poison, it's just a Chaos Damage over Time debuff that's based on the expected outgoing Poison damage. Increased Skill Effect Duration will increase both the window to kill the monster and have Pestilent Strike do its thing, and the length the damaging debuff lasts (and thus the total damage it deals). This is how it should behave, anyway; if it doesn't, that's probably a bug. 7) This is a bit misleading. First of all, as stated above, Pestilent Strike doesn't transfer Poison. Second, modifiers to Poison damage (specifically, or by modifying Chaos Damage, Ailment Damage etc.) already apply to the 'expected' Poison damage. These modifiers don't apply directly to the debuff's damage to prevent them from applying a second time i.e. 'double dipping'. Modifiers to Damage Taken (e.g. Withered and Despair) do apply directly to the debuff damage, because they're not counted in expected damage. | Posted by on Nov 9, 2019, 11:49:12 PM |
4) No, the debuff definitely doesn't stack. That wasn't what I meant to say. I might have expressed myself inadequately. The thing is, if you hit several enemies with Pestilent Strike and kill them fast, 50% of the remaining poison dmg on those enemies will be inflicted on any enemies in radius. That's what I meant by stacking. For example, if a boss is surrounded by 20 enemies and I 1-hit the 20 enemies with PS, the boss would get 50% of 20 poisons, meaning the boss would get damaged for 10 PS attacks with only 1 PS attack. 6) Correct, PS doesn't transfer poison, it transfers 50% of the expected poison dmg, meaning it isn't poison. I don't know because I haven't tried, but I think the duration of the damaging debuff can't be changed. I might be wrong on this one, but it would make sense since if it was like that, skill effect duration and Temporal Chains would 'double dip' because they would increase the duration of the poison and then increase the duration of the damaging debuff. 7) Yes, chaos/poison/physical/ailment dmg modifiers will indirectly or directly affect the dmg of your poison, thus indirectly affecting the dmg of PS's damage debuff. P. S. What curse would you use on a PS Assassin? I've been using Despair but I don't know if maybe Temporal Chains would be better. Last edited by Mindtroverted on Nov 11, 2019, 3:00:04 PM | Posted by on Nov 11, 2019, 2:51:40 PM |
'I'm not sure I follow you. No hit can apply more than one poison, so if you kill an enemy in one hit, it can't possibly have more than one poison on it. If you kill 20 enemies this way near a boss, that boss will have 20 DoT debuffs on it, but only the strongest of those debuffs will deal damage at a time, and that one will deal only 50% of the expected damage of one poison. As for which curse is better, that's a complicated question and depends on your existing gear, passives, and skills; Path of Building could probably answer better than I could which works best for a given build. I'll note that all three of Despair's effects are on point for a Poison build, but Temporal Chains adds a defensive layer which a squishy melee Assassin would probably appreciate. Ideally, you'd take Whispers of Doom or whatever +1 curse source and use both. | Posted by on Nov 12, 2019, 2:51:51 AM |
I believe poison is a stacking debuff, so multiple applications apply, unlike something like ignite where only the strongest does damage. | Posted by GreyLensman on Nov 12, 2019, 2:35:55 PM |
'Yes, Poison stacks with itself, but the debuff Pestilent Strike applies on kill is not Poison and, unless I'm mistaken, does not stack with itself. And since it's not Poison, Pestilent Strike doesn't carry it over to the next monster on kill. PS applies a debuff based on the expected Poison damage of the killed monster, not (expected Poison damage + existing PS debuff). | Posted by on Nov 12, 2019, 8:46:31 PM |
Gotta love all the nuances. I'm sure the devs loves dreaming up this stuff! | Posted by GreyLensman on Nov 12, 2019, 8:54:54 PM |
I do not think that poison can spread to enemies that die from the same hit, but if you do not onehit a pack with Pestilent strike and have another method of spreading the poisons, then it is possible that the poisons being spread among the pack would ramp up in number and both spread to a rare mob / boss in the vicinity as well as applying the highest Pestilent Strike DoT based on the last one to die with 20 active poisons. So while I have not tested Pestilent Strike and do not know how feasible it is to apply poisons that way, it should theoretically be possible to achieve a similar effect to the one described, though not through the same mechanics. It is possible that poisons that have already spread to a target cannot spread to the same target from another source, which would mean that you actually need to hit and poison several targets at once to achieve a similar effect (one hit causing 1 stack on poison on each target that can all stack when proliferated rather than relying on only the proliferation of a single instance of poison from one target hit). I vaguely recall a statement that debuffs could not be proliferated several times, but I do not know whether that includes proliferating through different targets first. | Posted by on Nov 13, 2019, 1:08:34 PM |