[2.2] Thor, the Lightning God (Life double Arc/Storm call Mjolner / Triple Curse / HC and SC)

How do you feel about using WindScream boots instead of Doedre's Damning?
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Arachnéa wrote:
The 10% penetration is a great dmg increase but it seems to me that it is not worth 4 points. Maybe in SC it can be good.

Gotta test if there is a big difference between taking this node or Augury of Penitence (Nearby enemies deal 5% less and take 10% increased dmg (which equivalent to "you deal 10%more dmg on them") in terms of DPS.

I guess the best DPS option would be Augury of Penitence + Inevitable Judgement. We kinda don't need 20 spell dmg and 10 attack speed.


10% inc is additive not multiplicative
Started this build last night and got to 69 today and so far im loving it! Facetanked Izaro when i first tried the Merciless Lab!
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snatat wrote:
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Arachnéa wrote:
The 10% penetration is a great dmg increase but it seems to me that it is not worth 4 points. Maybe in SC it can be good.

Gotta test if there is a big difference between taking this node or Augury of Penitence (Nearby enemies deal 5% less and take 10% increased dmg (which equivalent to "you deal 10%more dmg on them") in terms of DPS.

I guess the best DPS option would be Augury of Penitence + Inevitable Judgement. We kinda don't need 20 spell dmg and 10 attack speed.


10% inc is additive not multiplicative


It would be additive if the effect were on your character. Because it's on the enemy, it's multiplying your total damage by an extra 10%. Hence, he is saying it's equivalent to 10% more damage.

Although if you really want to get into it, that's misleading as well. More is actually additive as well, it's just additive with itself and multiplicative with Increased, but because this effect is on the enemy, it would be counted after all of that. So in reality, if you already had a more damage modifier, this would be like having a 10% more, more, modifier.

Say you do 1000 base damage, you have 100% increased damage making you do 2000 damage, then you have 10% more damage making you do 2,200 damage. If the effect were simply "you deal 10% more damage", that would only be 2,400 damage (1,000*(1+1.0)*(1+0.20=2,400).

However, because the enemy is taking 10% increased damage it's calculated at the end, after all of your modifiers. This means the formula is now 1,000*(1+1.0)*(1+0.10)*(1+0.10)=2,420 damage, or an extra 20 damage. Obviously this number is low, because we're working with low numbers. I've also left out things like resistances for simplicity sake, though that would change the final product significantly on it's own.

TLDR: Enemy takes increased damage is applied after your characters increased and more damage.
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Archimtiros wrote:
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snatat wrote:
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Arachnéa wrote:
The 10% penetration is a great dmg increase but it seems to me that it is not worth 4 points. Maybe in SC it can be good.

Gotta test if there is a big difference between taking this node or Augury of Penitence (Nearby enemies deal 5% less and take 10% increased dmg (which equivalent to "you deal 10%more dmg on them") in terms of DPS.

I guess the best DPS option would be Augury of Penitence + Inevitable Judgement. We kinda don't need 20 spell dmg and 10 attack speed.


10% inc is additive not multiplicative


It would be additive if the effect were on your character. Because it's on the enemy, it's multiplying your total damage by an extra 10%. Hence, he is saying it's equivalent to 10% more damage.

Although if you really want to get into it, that's misleading as well. More is actually additive as well, it's just additive with itself and multiplicative with Increased, but because this effect is on the enemy, it would be counted after all of that. So in reality, if you already had a more damage modifier, this would be like having a 10% more, more, modifier.

Say you do 1000 base damage, you have 100% increased damage making you do 2000 damage, then you have 10% more damage making you do 2,200 damage. If the effect were simply "you deal 10% more damage", that would only be 2,400 damage (1,000*(1+1.0)*(1+0.20=2,400).

However, because the enemy is taking 10% increased damage it's calculated at the end, after all of your modifiers. This means the formula is now 1,000*(1+1.0)*(1+0.10)*(1+0.10)=2,420 damage, or an extra 20 damage. Obviously this number is low, because we're working with low numbers. I've also left out things like resistances for simplicity sake, though that would change the final product significantly on it's own.

TLDR: Enemy takes increased damage is applied after your characters increased and more damage.


I always thought Increased was always additive. The more you know!
Just wondering how sustaining RF works? I've got RotP and about 14% regen with the golem out and it doesn't quite do it. I've checked the calculations and it all seems correct, yet the guide states you're sustaining it at 11% regen which is impossible. Am I missing something?
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snatat wrote:
I always thought Increased was always additive. The more you know!


It's just a misnomer that doesn't account for the extra syntax of "enemy takes".

*Actually I made a mistake in the third paragraph, though it doesn't really matter as the end point was the same. Kudos to anyone who can find it.
Last edited by Archimtiros#3795 on Mar 12, 2016, 4:23:16 PM
Other than being fun as hell... what do you think this build eexcels at? Or Mjolner builds in General. Mapping/?
How can you hold 3 Auras with that build ?
Hi. This build look nice but i wonder do you planing to add some gameplay video? I realy like to see how it plays!

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