Unique Item List - 300 of 419

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Autocthon wrote:
.03 of 3 isn't large enough to be .1.
That's a fascinating statement. Where did you come up with it?

I fear that fail math may be contagious. =P
If anyone is able to, could you post Blood of the Karui and Lavianga's Spirit flasks that are full? I'd really appreciate it, I'm trying to get the full flask images on the wiki, but I don't know what they look like as I can only find empty versions.

Edit: For those interested, all new uniques have been added to the wiki as well as the 4 new base flask types. If there's any issues, aside from the all resist on The Taming, just let me know.

Edit2: I've also updated the remaining unique buffs/nerfs including Kaom's.

Lightbane Raiment
Zahndethus' Cassock
Wondertrap
Rainbowstride
Thunderfist
Auxium
Kaom's Heart
Bramblejack
Sadima's Touch
The Blood Dance

Last edited by FaceLicker#6894 on Oct 28, 2013, 5:30:04 PM
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FaceLicker wrote:
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Autocthon wrote:
.03 of 3 isn't large enough to be .1.
That's a fascinating statement. Where did you come up with it?

I fear that fail math may be contagious. =P


.3*3 = .9

Game engine may be truncating rather than rounding (in display).

Also "30% reduced recovery speed" could be (mathematically) 1/(1-0.3)=1.42

1.42*3=~4.3

Think ES CD recovery.
IGN - PlutoChthon, Talvathir
Last edited by Autocthon#5515 on Oct 28, 2013, 5:43:33 PM


huh, the second roll was in the 10-15 range. My friend has a 17% roll.
ign - Zilead
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Daniel_GGG wrote:
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MonopolyLegend wrote:
Long story short, the "increased damage" mod on that ring is possibly multiplicative with the rest of your damage. However, the wording is slightly confusing - it doesn't necessarily say "damage to enemies" just "increased damage" - maybe it's like Le Heup and just means increased damage in general (which would not be additive with other "increased" modifiers rather than multiplicative). Would be great to have a dev clarify!


This has changed since the time Blood Dance was implemented. These stats are now additive with your other damage increases rather than increasing damage taken by the enemy.


Doesn't this hugely impact the shock status effect?
My supporter items: Victario's Charity and The Forsaken
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Autocthon wrote:
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MonopolyLegend wrote:


What does the Acrobatics buff have to do with my boots?
If you're wearing Darkrays it has a LOT to do with your boots.

For Blood Dance it's only really tangential.
how do you wear two pairs of boots?
Former player moderator, valued poster, and early-adopter responsible for The Blood Dance.

GGG has forgotten where they came from. As a result, I no longer support the deceitful, corporate Tencent slave sellouts running this game.
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MonopolyLegend wrote:
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Autocthon wrote:
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MonopolyLegend wrote:


What does the Acrobatics buff have to do with my boots?
If you're wearing Darkrays it has a LOT to do with your boots.

For Blood Dance it's only really tangential.
how do you wear two pairs of boots?


One on each foot
merp merp
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Autocthon wrote:

Also "30% reduced recovery speed" could be (mathematically) 1/(1-0.3)=1.42

1.42*3=~4.3

Think ES CD recovery.
Yeah.. I don't get why it's done that way, lol.

Like I said, my brain may not be working properly. I'll take your word for it though. So then 20% reduced speed on 3 seconds would be.. 3.75
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MonopolyLegend wrote:
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To clarify the "Damage to enemies on Low Life", the "Enemies take x% increased damage" stat is a separate system to the player doing increased damage - If a monster takes 100% more damage and the player deals 100% more damage, they'll multiply to have the monster take four times more damage, rather than being adding to 200% increased damage dealt to the monster. It effectively becomes a 'more' without being described that way on the item. The only thing it currently stacks with is Vulnerability and Shock stacks.


Long story short, the "increased damage" mod on that ring is possibly multiplicative with the rest of your damage. However, the wording is slightly confusing - it doesn't necessarily say "damage to enemies" just "increased damage" - maybe it's like Le Heup and just means increased damage in general (which would not be additive with other "increased" modifiers rather than multiplicative). Would be great to have a dev clarify!
This is because your item got pushed through before we had a sytem to actually do what it does - we were working on said system at the time, but apparently your item was required to go in before then, so we had to cheat.
Since there was no way to provide "increased damage" bonuses that were conditional on something about the enemy rather than yourself, we had to instead make your item treat enemies as if they had a property saying they took increased damage (like shock). This is why the item used to say "Enemies on low life take % increased damage...".
Since implementing the actual system for conditional damage modifiers, all other such modifiers were done properly (since they waited until we could actually do them to go in), and at some point your item was changed to use the correct system, and now acts as a simply % increased damage modifier against a certain set of enemies.
You item was the only one which got pushed in before the actual system was in place, so was the only one ever affected by the somewhat hacky implementation we had to use to do that, and since it no longer does, this is not a thing which will ever happen again.

And for the record, if by some chance it had, it would not say just "% increased damage" like this does. If we implement something that increases damage taken by the enemy, it will explicitly say so, as your item used to. "increased damage" bonuses are always additive with other "increased damage" bonuses. They are (sort of) multiplicative with "increased damage taken" modifiers on the enemy, because those apply to different values (your damage you're trying to deal, and the damage they actually take after mitigation respectively).
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Mokihiki wrote:
Doesn't this hugely impact the shock status effect?
No, it has absolutely no effect on shock. Shock always was, and still is, a modifier to damage taken. That has not changed. What changed is that Blood Dance was briefly implemented as an increase to damage taken (like shock), and later fixed when we had the current system. This had no effect on anything other than that one mod.
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FaceLicker wrote:
Maybe my brain is working properly.. Can someone please explain to me how the Blood of the Karui with 30% reduced recovery speed is 4.3 seconds? and with 23% reduced speed ends up at 3.9 seconds?

Sanctified Life Flask has a base duration of 3 seconds.

3 * 1.3 = 3.9

3 * 1.23 = 3.6

I think there's some fail math going on somewhere.
The fail is that you're taking an amount of reduced speed, and trying to apply it as though it was increased duration. That doesn't make sense.
If you applied this logic at the extreme, you'd be saying that 100% reduced speed meant 100% increased duration:

3 * 2 = 6.

When in fact halving speed doubles duration, but taking away all of the speed means you can't have a duration (it's undefined). Something with 100% reduced speed has no speed, and thus makes no progress over time. If your math was correct, then a person standing still would therefore reach any given destination in exactly double the time it took someone to walk there, despite moving at 0 speed.

Reducing speed by 30% is reducing the speed by 30%. This has the effect of increasing the duration it takes, but does not increase the duration by 30%.

The effect on duration of reducing speed by 30% is this:
3 * ( 1 / 0.7 ) =
3 / 0.7 = 4.3 (ish)
Last edited by Mark_GGG#0000 on Oct 28, 2013, 10:07:22 PM
Man, gotta appreciate the effort you put in to explaining things mark.
IGN: Asser, AssDelver, Assphobic, AnointedAss, BetrayedByMyAss, CrackedAss, FracturedAss, FulcrumedUpMyAss, ImpaledAss, IncursionOfTheAss, WarForTheAss, UnleashTheAss, ScreamingAsshole, SwampAssKing, Yui

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