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Chain Lightning Damage


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#1 S207

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Posted 01 December 2017 - 01:21 PM

Reviewing all the skills again, found this issue and not sure if is intented to work like this.
 
The only reference I have about some formulas including this thread.
 
I know many formulas are out of date, and the damage calc may differ, but in this particular case, the posted formula is:
 
Chain Lightning
Fixed Cast Time: 1 second
Variable Cast Time: (3 + 0.5 * Skill Level) seconds
Skill re-use Delay: None
Global Skill Delay: 3 seconds
Number of chains: (4 + 1 * Skill Level)
MATK [{( Skill Level x 100 ) + 500 } x ( Caster’s Base Level / 100 )] %
Every time it bounces, damage will increase by + MATK [100 x (9 - Total bounces)] %
After damaging the primary target, if there is another enemy within 5x5 range, it will bounce to the other target.
After 2 bounces, it will bounce to other targets in 7x7 range.
And the part wich says every bounce increase MATK seems wrong, to be honest I never pay attention to dmg on every bounce, and now i have noted that its totally inverted, every bounce reduces MATK.
 
Does this works like the posted formula above long time ago? or always work like this and the formula was always wrong? or do I misunderstood the formula?

 
bwTt9TH.gif

 

Even irowiki have a side note about this.

 

LegYbS2.png

 

 

From Sigma1, Ashuckel, and all the mage classes over here, text from Sigma1 damage comparison:

Only base damage scale with base level. So base damage is 1750% at level 175.

Bounce damage for level 5 starts at 800% and decreases by 100% per bounce.

 

So the first hit will deal 1750 + 800 = 2550%

second hit is 2550 - 100 = 2450%

third hit : 2450 - 100 = 2350%

fourth hit : 2350 - 100 = 2250%

fifth hit : 2250 - 100 = 2150%

sixth hit : 2150 - 100 = 2050%

seventh hit : 2050 - 100 = 1950%

eighth hit : 1950 - 100 = 1850%

ninth hit (the last hit) : 1850 - 100 = 1750%

Edited by S207, 19 December 2017 - 09:08 AM.

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#2 Ashuckel

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Posted 01 December 2017 - 01:30 PM

It is worded kinda confusing, but it is increased as in the total damage inflicted by one cast, not damage of each bounce.

So its like, 1 hit+3 bounces:
1000% + (100*(9-0))+ (100*(9-1))+(100*(9-2)).
Effectively, every hit gets 10% weaker from its base damage, but the total damage output per cast is higher.
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#3 S207

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Posted 01 December 2017 - 01:38 PM

It is worded kinda confusing, but it is increased as in the total damage inflicted by one cast, not damage of each bounce.

So its like, 1 hit+3 bounces:
1000% + (100*(9-0))+ (100*(9-1))+(100*(9-2)).
Effectively, every hit gets 10% weaker from its base damage, but the total damage output per cast is higher.

 

I pointed this coz it says it increase, they used the word increase instead. that's why i though it works like 1000% + (1000%+(100*9-1)) + (1000%+(100*9-2)) + (1000%+(100*9-3)) + (...) + (1000%+(100*9-9))

 

im trying to find any reference or another formula on internet, but yea, works like you state.


Edited by S207, 01 December 2017 - 01:38 PM.

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#4 Ashuckel

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Posted 01 December 2017 - 01:47 PM

The last line of your irowiki image displays exactly how it works tho.

>Chain damage <(aka not initial cast) [MATK]= (100* (9-bounces)) %
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#5 PervySageMarty

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Posted 01 December 2017 - 03:42 PM

Just so you know, if you cast myst amp after the chain lightning (somehow getting that 100%aftercast delay reduc) you will do 50% more every hit due to how active skills gain the myst amp damage till you cast something to consume the myst amp.
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#6 Kusanagisama

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Posted 01 December 2017 - 07:08 PM

MA is consumed on first hit.


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#7 LordYggdrasill

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Posted 04 December 2017 - 08:07 AM

Speaking of Chain Lightning, I remember the OBMH damage increase for this spell was broken, not sure if it was fixed in recent updates.


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#8 Kusanagisama

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Posted 04 December 2017 - 09:07 AM

Not fixed when a lot of skills were changed.


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#9 Jerbear

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Posted 04 December 2017 - 09:18 AM

MA is consumed on first hit.

 

Did they fix Mystical Amplification boosting all active spells that are already out on the field for every hit thereafter?

 

I know pre-renewal you could Storm Gust and then Mystical Amp after casting to get boosted damage on more than just the first hit.


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#10 S207

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Posted 04 December 2017 - 11:46 AM

Did they fix Mystical Amplification boosting all active spells that are already out on the field for every hit thereafter?

 

I know pre-renewal you could Storm Gust and then Mystical Amp after casting to get boosted damage on more than just the first hit.

 

doesnt work like that, myst amp works for the next skill cast, not the previous.


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#11 Jerbear

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Posted 04 December 2017 - 02:33 PM

I know. I'm saying previously, this is how Mystical Amplification functioned. It would stay active so long as you didn't cast another spell, and any spell that was currently running (multiple hits of Storm Gust) would benefit from the High Wizard having an active Mystical Amplification. So all good High Wizards would cast down several Storm Gusts in a WoE precast and then use Mystical Amplification so it was applying boosted hits until the duration of all precasted Storm Gusts would bleed out.

 

I just tried it out a few minutes ago and it doesn't work in that manner any further. No idea when it was changed, as I didn't play a Warlock until many years after Renewal's implementation. Could have been a long time ago, could have been yesterday. ¯\_(ツ)_/¯


Edited by Jerbear, 04 December 2017 - 02:35 PM.

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#12 Sigma1

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Posted 04 December 2017 - 04:15 PM

I wonder why Gravity doesn't fix MA to applies to every hit of chain lightning. '_'

Edited by Sigma1, 04 December 2017 - 04:18 PM.

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#13 Nirvanna21

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Posted 04 December 2017 - 04:23 PM

I wonder why Gravity doesn't fix MA to applies to every hit of chain lightning. '_'

 

Because they are lazy. I would still love to see ranged damage variance fixed but EH.


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#14 fuyukikun

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Posted 04 December 2017 - 06:36 PM

AFAIk MA affects all waterball hit
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#15 meistergreen

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Posted 08 December 2017 - 09:07 PM

If I understood the formula correctly, Chain Lightning deals 2650%.. 2550%.. 2450%..2350%.. and so on.. damage? Or am I wrong?


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#16 Ashuckel

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Posted 09 December 2017 - 12:55 AM

At single target, a single cast does 3400% (initial hit+3 bounces), 1000+900+800+700 , and then factor the lvl scaling
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#17 Zayaan

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Posted 09 December 2017 - 01:13 AM

I know. I'm saying previously, this is how Mystical Amplification functioned. It would stay active so long as you didn't cast another spell, and any spell that was currently running (multiple hits of Storm Gust) would benefit from the High Wizard having an active Mystical Amplification. So all good High Wizards would cast down several Storm Gusts in a WoE precast and then use Mystical Amplification so it was applying boosted hits until the duration of all precasted Storm Gusts would bleed out.

 

I just tried it out a few minutes ago and it doesn't work in that manner any further. No idea when it was changed, as I didn't play a Warlock until many years after Renewal's implementation. Could have been a long time ago, could have been yesterday. ¯\_(ツ)_/¯

 

What skill were you using to test with? Individual hits of certain skills will eat up MA, like Chain Lightning and Water Ball.

 

But if you were to spam cast Meteor Storm and then cast MA, all of them would be amped until the next skill you cast fades (or you cast yet another skill).

 

So let's say you want to amp your Firewalls. What you would do is cast it 3 times then cast MA, rather than casting it each time prior to casting Firewall.

 

By the way most supportive skills don't eat MA (Teleport, Safety Wall, Sight, etc).


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#18 Jerbear

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Posted 09 December 2017 - 01:15 AM

See, that's what I thought, but I saw no improvement across multiple Storm Gust hits when I did it.


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#19 Zayaan

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Posted 09 December 2017 - 01:16 AM

Oh, maybe it got changed then.


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#20 Zayaan

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Posted 09 December 2017 - 02:01 AM

Ok the way it works hasn't changed.

 

You actually need to cast a skill after casting MA, and then MA will apply to all currently active skills until the skill that was cast after MA fades.

 

So in the Firewall example above, you actually need to cast MA before casting the 3rd Firewall.


Edited by Zayaan, 09 December 2017 - 02:01 AM.

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#21 Jerbear

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Posted 09 December 2017 - 03:10 AM

Holy -_- we suck at Wizard. Good to know you can still do it though!


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#22 PervySageMarty

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Posted 09 December 2017 - 03:23 PM

Yes its like that.
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#23 Sigma1

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Posted 10 December 2017 - 04:29 AM

Yes its like that.

 

I guess you like this too. :o

 

5a0045f6889fa_pope2.png.e3f9216a38228caa


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#24 meistergreen

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Posted 13 December 2017 - 12:42 AM

Sorry, but I still don't understand the skill damage formula for Chain Lightning. Can someone please post the total %Matk at lvl 5 for each hit up to the last hit (including the BLvl scaling)? Thank you!


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#25 Sigma1

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Posted 13 December 2017 - 05:12 AM

Sorry, but I still don't understand the skill damage formula for Chain Lightning. Can someone please post the total %Matk at lvl 5 for each hit up to the last hit (including the BLvl scaling)? Thank you!

 

Only base damage scale with base level. So base damage is 1750% at level 175.

Bounce damage for level 5 starts at 800% and decreases by 100% per bounce.

 

So the first hit will deal 1750 + 800 = 2550%

second hit is 2550 - 100 = 2450%

third hit : 2450 - 100 = 2350%

fourth hit : 2350 - 100 = 2250%

fifth hit : 2250 - 100 = 2150%

sixth hit : 2150 - 100 = 2050%

seventh hit : 2050 - 100 = 1950%

eighth hit : 1950 - 100 = 1850%

ninth hit (the last hit) : 1850 - 100 = 1750%


Edited by Sigma1, 13 December 2017 - 05:17 AM.

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