List of bugged passives

What I uncovered so far:
1) Static Transferal (Alastor) - Points are correctly displayed, when I use a skill points are consumed, but it doesnt increase damage. Tried with many skills, it just doesnt do anything.
2) Hungry Stalactite (White arrow) - Doesnt work for Pistol and Shield combo. Now this is probably intentional as +120% dmg would be way to much, but the skill needs to clearly state that. It says it works for projectiles, P&S is projectile. Btw better than to disable it completely, how about to make it "for pistol and shield dmg is increased by 15% per penetration left instead of 30%" :) ?
3) Sparking Dark (Alastor) - Points correctly displayed on the screen, if I use a skill it consumes 4 points (out of 100) and doesnt increase dmg in any way. I have permanently +100 points, this doesnt work.
4) One simple shot (Deathgazer Railgun) - This passive "reduces damage, but increases critical damage". What it does in reality is that it only reduces damage. Im betting thats a math issue. Crit damage is calculated from the skill base damage (obviously). If you decrease base skill damage too much, then no matter the increase in critical damage, the result will be still too low number, a.k.a +999999% dmg out of 0 is still zero. Math needs to be redone.
5) Free respec - until passives are fixed, respec should be free. Im respecing passive tree almost exclusively to avoid bugged skills, not to correct my mistakes. Defeats the purpose.
6) Dodge - baseline dodge is 0. There are passives increasing dodge by x%. + x% out of 0 is 0... Baseline Dodge should be part of Agility (weapon speed is btw very underwhelming stat in comparison to crit hit or ailment chance, so adding dodge to Agi would make it more competitive against wisdom and ferocity)

Bonus - Deathgazer Railgun
Its an active but I wont spam threads. Very underpowered. The max charge of this skill should be the most powerful hit in the game, without a doubt. If you spend 4 seconds sitting and charging then damn you should be rewarded. You are not, its just weak. Weaker than Galvaanir, weaker than Bleeding edge... It needs to have +200% base damage and +200% per charge. Currently it sits on +150% base damage and then +50%(?) per charge? Not good.

Happy patching team! :)

Replies: 11

Created: 4 years, 2 months ago

Category: Feedback & Suggestions

On the last part, you can find a ton of flat Dodge items late game which easily can put you over 50% dodge rating. Agility used to have Dodge included as part of it during most of EA, but because of Dodge's ability to simply avoid all sources of damage, it became too easy of an option to invest in and was too strong at that point, so it was dropped and moved into items instead.

Created: 4 years, 2 months ago

"One simple shot" - Well, you need dmg to deal crit dmg, with 0 dmg you deal 0 crit dmg. This works perfectly fine.
You may not decrease ur dmg too much xD. having 100% reduced dmg is well, bad.

(Edited 4 years, 2 months ago)

Created: 4 years, 2 months ago

You do know there is a bugs report section right? https://wolcengame.com/forum/bugs-issues/bug-reports/

Created: 4 years, 2 months ago

Isn't Deathgazer doing 1000% damage on 5th charge level already? (1500% with Inflexible)

The thing with One simple shot is it reduces 25% Multiplier of your damage output.
Imagine your shot have 1000 damage base;

At 250% crit: 1000x2.5 = 2500 dmg base and 1000x3.5x0.75 = 2625 with OSS (5% dmg increased on crit)

At 300% crit: 1000x3 = 3000 dmg base and 1000x4x0.75 = 3000 with OSS

At 350% crit: 1000x3.5 = 3500 dmg base and 1000x4.5x0.75 = 3375 with OSS (~3.5% dmg decreased on crit)

So that mean if you have crit multiplier higher than 300% the skill actually reduce your dmg output

(Edited 4 years, 2 months ago)

Created: 4 years, 2 months ago

Isn't Deathgazer doing 1000% damage on 5th charge level already? (1500% with Inflexible)

The thing with One simple shot is it reduces 25% Multiplier of your damage output.
Imagine your shot have 1000 damage base;

At 250% crit: 1000x2.5 = 2500 dmg base and 1000x3.5x0.75 = 2625 with OSS (5% dmg increased on crit)

At 300% crit: 1000x3 = 3000 dmg base and 1000x4x0.75 = 3000 with OSS

At 350% crit: 1000x3.5 = 3500 dmg base and 1000x4.5x0.75 = 3375 with OSS (~3.5% dmg decreased on crit)

So that mean if you have crit multiplier higher than 300% the skill actually reduce your dmg output

Kayne Original Comment

Correct, I had 367% crit multiplier when I toyed with it, so the total dmg went visibly down.
If it does 1000% dmg that is +- ok. I was comparing it to Galvaniir and dmg was comparable to 3rd/ 4th charge of Deathgazer, + Galvaniir hits twice, has comparable resource cost and (much) larger AOE than maxed out Deathgazer, for these reasons im stating it feels underwhelming. I havent seen anywhere in the skill description written how much %dmg does each charge add up, so I just guessed here based on the numbers Iv been seeing.

Thanks for info!

Created: 4 years, 2 months ago

On the last part, you can find a ton of flat Dodge items late game which easily can put you over 50% dodge rating. Agility used to have Dodge included as part of it during most of EA, but because of Dodge's ability to simply avoid all sources of damage, it became too easy of an option to invest in and was too strong at that point, so it was dropped and moved into items instead.

Remni Original Comment

Ah ok, I dont have end game items I guess. It was strange as you can start picking +dodge passives starting level 3 or something and even thou im level 45 i havent seen anything supporting it so far.

Created: 4 years, 2 months ago

https://imgur.com/a/WELMwdg

Damage number can be deceiving due to the range between min-max. I often test something by running a mandate mission and find a spawn crystal then hitting the spawned enemies multiple times to figure out the min and max value of one hit. Then I picked a node in the passive tree and compare the value before and after the node was picked.

I tried to use a gunslinger build with Sparking dart, Static transferal and Hungry Stalactite, Blessed silver before but none of them work like expected. Sparking dart give about +-40% dmg increase or something and Hungry Stalactite is like 10% probably due to being additive instead multiplier or it just bug and do far more less. Same case for Blessed silver. Static transferal and Safe from afar don't work while Archion's teaching doesn't add any extra projectile for some skill (deathgazer and gunslinger in my experience). Occult affliction also doesn't seem to add any extra damage when I use it with Mark of impurity curse.

I think all the passive in the third ring should be a multiplicative instead of additive. Working all the way there just to get 5-10% damage output just doesn't worth it. Either that or most of the major nodes in the third ring are bugged out. No wonder why people are so into Bleeding Edge. Damn thing get 0.2 multiplier damage for each ailment stack.

(Edited 4 years, 2 months ago)

Created: 4 years, 2 months ago

Anything that "Leeches to force shield instead of health" just resets your force shield to 0 if it reaches max. Making a sourcerer thats already squishy, die from even the smoothest breeze

Created: 4 years, 2 months ago

On the last part, you can find a ton of flat Dodge items late game which easily can put you over 50% dodge rating. Agility used to have Dodge included as part of it during most of EA, but because of Dodge's ability to simply avoid all sources of damage, it became too easy of an option to invest in and was too strong at that point, so it was dropped and moved into items instead.

Remni Original Comment

yes but ten, what is the use of agility? if dodging does not depend on agility, then agility only increases the speed of attack and c ast. seriousely compared to the other it is clear not interesting.

(Edited 4 years, 2 months ago)

Created: 4 years, 2 months ago

yes but ten, what is the use of agility? if dodging does not depend on agility, then agility only increases the speed of attack and c ast. seriousely compared to the other it is clear not interesting.

wicicoquine Original Comment

Like the other guy said, agility use to increase dodge chance. But then they remove it along with health regen from ferocity because they don't want defensive stats on offensive attribute. The benefit of it is you can put all points in toughness and still be able to reach >80% dodge chance.

Since agility doesn't have dodge anymore it lose its appealing because most people don't use auto attack often and attack skill speed don't scale with agility. Also there aren't many spells benefit from cast speed increase

Unless they buff auto attack really hard, there's no use for agility. What's the point of design cool auto attack combo animation if we barely use it anyway

(Edited 4 years, 2 months ago)

Created: 4 years, 2 months ago

Like the other guy said, agility use to increase dodge chance. But then they remove it along with health regen from ferocity because they don't want defensive stats on offensive attribute. The benefit of it is you can put all points in toughness and still be able to reach >80% dodge chance.

Since agility doesn't have dodge anymore it lose its appealing because most people don't use auto attack often and attack skill speed don't scale with agility. Also there aren't many spells benefit from cast speed increase

Unless they buff auto attack really hard, there's no use for agility. What's the point of design cool auto attack combo animation if we barely use it anyway

Kayne Original Comment

Exactly, I tried an autoattack 2 handed melee build based on attack speed (i had +60% with all the passives and buffs), it was swinging like crazy, looking cool, but not doing any damage at all, pointless.
Agi needs some other speed based attribute like attack speed + cooldown reduction, attack speed + extra resource generation or something.

Created: 4 years, 2 months ago

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