Does Moryas Attack Ramp Up And Do More Dmg

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Pain is weakness leaving the body!
The Soldier

Starting to Plateau but i need more paragon + gem levels for progression. Your traveler and compass rose combo is purely to ramp up more dmg when you're sat there taking it in the face and loving life!!! And also giving you a bit more mitigation when you're on the move, I cant see a better combo as yet. Historically speaking, pkg format comes from Unix packages (more directly the BSD ones), which are essentially the compressed payload (files in a folder structure equivalent to one they'd end up on disk), and some additional metadata and instructions to drive the installer wizard, and write information in various system databases. A dmg file is just a disk image similar to what you would get. Our APP-based control and operating software CELOS and our exclusive DMG MORI technology cycles and Powertools enable us to shape Industry 4.0. 10,000 DMG MORI machines have already been fitted with CELOS and are in the market. DMG MORI is present with 14 production sites and 157 sales and service locations in 79 countries around the world.

Damage in Team Fortress 2 is any event that reduces the health of a player or entity. Damage can be caused by weapons, fire, explosions, falling, bleeding, certain taunts, or by environmental sources such as trains, water, saw blades, the Horseless Headless Horsemann, MONOCULUS, Merasmus, and the Underworld.

  • 1Weapon damage

Weapon damage

Weapon damage is calculated in the following manner:

(Base Damage) × (Distance and Randomness Modifier) × (Resistance/Vulnerability Modifiers) × (Splash Modifier)

Critical hits are calculated as:

(Base Damage) × (Splash Modifier) × [(Base Type Resistance/Vulnerability Modifiers) + (Positive Distance-Modifier + 2) × (Critical Resistance/Vulnerability Modifiers)]

Mini-crits are calculated as:

(Base Damage) × (Splash Modifier) × [(Base Type Resistance/Vulnerability Modifiers) + (Positive Distance-Modifier + 0.35) × (Critical Resistance/Vulnerability Modifiers)]
Ramp

Base damage

The base damage of a weapon is a constant number that is fixed to a particular weapon. Damage does not depend on where on the target the attack hits, with the exception of weapons that critical hit on certain regions of the target.

Distance and randomness modifier

How damage is affected by distance.

The distance modifier is a number between 1.5 and 0.5 that sinusoidally decreases as the distance between the attacker and the target increases. The trough of the wave is at 1024 units, and all distances beyond 1024 are treated as 1024 for the purposes of damage calculation. In this formula, there is a random variation in the distance of ±102.5 units (shown in the graph around 512 units, as an example). This means that you may be treated as being up to 102.5 closer or farther than you actually are, for purposes of the formula. This is the 15% variation many players have heard of; it is not simply a 85–115% multiplier on the final damage.

The distance modifier is altered for Rocket Launchers, Stickybomb Launchers (when detonated within 5 seconds), Syringe Guns, Righteous Bison, and Pomson 6000. When the distance used in the formula is less than 512 units, the damage ramp is flattened. As a result, the maximum damage you can have is 125% for Rocket Launchers, and 120% for Stickybomb Launchers, Syringe Guns, Righteous Bison, and Pomson 6000 (shown by the maroon offshoot in the graph). In short, these weapons gain less extra damage from the distance modifier at close range, but still suffer from the same long-range damage penalty as the other weapons.

Conversely, the distance modifier for the Scout's primary weapons (excluding the Shortstop) have an increased damage ramp at close range, maximising at 175% normal damage at point blank, but keep the same default damage ramp at ranges of 512 or greater.

Sticky bombs launched more than 5 seconds ago, Melee weapons, Flare Guns, Grenade Launchers (excluding the Loose Cannon, which is subject to falloff), Sniper Rifles, bows, and Flying Guillotine are all treated as being at 512 units for this formula. Flamethrowers, however, are affected by their own separately calculated modifier based on projectile lifetime.

Weapons that fire projectiles, like the Rocket Launcher and Direct Hit, apply the distance modifier to damage based on the distance between the attacker and the target at the moment the projectile hits a target. This means that the point from which the projectile was fired is irrelevant when considering damage dealt by that projectile; only the final position of the attacker and the target matter.

Notes
  1. The final distance used in the formula cannot go above 1024 or below 0.
  2. On servers where random variation is disabled (with use of the server cvar 'tf_damage_disablespread'), the effective distance used is 102.5 units less than the farthest possible random distance (that is, after being capped at 1024 units). This means that being farther than 921.5 units away is treated as being 921.5 units away; the normal cap is 1024, and 102.5 less than that is 921.5 units.
  3. The distance modifier is always 1.0 if the target is a building.
  4. A level 3 Sentry Gun's rockets are affected by the distance modifier based on the distance from the target to the Sentry Gun's owner.

Splash modifier

The splash modifier is a number used for explosive weapons that do not connect directly with the target. Valve has not released the official stats for the splash damage falloff yet.

Self-damage reduction

Explosive weapons may deal less damage to the user than to enemies, depending on the situation. See the individual weapon pages for more information.

Critical modifier

Main article: Critical hit

Critical hits and mini-crits have two effects each.

A critical hit adds damage equal to 2 times the base damage, while a mini-crit adds 0.35 times the damage following falloff compensation.

Both critical hits and mini-crits check to see if the final distance is greater than 512: if it is, then any damage lost is offset by an equal increase in damage. The end result is that the weapon does not lose damage due to the distance modifier when the player is more than 512 units away; if the attack were not a crit or mini-crit, damage would continue to decrease out to 1024 units.

The extra damage added on by critical hits and mini-crits - including that from rampup or offsetting falloff - is of the 'critical' type instead of the weapon's standard type (e.g. bullet or explosive). This affects the calculation of damage resistances.

Note: A backstab deals 2 times the victim's current health, but, under normal conditions, it also always crits, increasing the damage to 6 times the victim's current health.

While active, the Battalion's Backup protects team members from critical hits and mini-crits, treating them as normal damage instead. The Vaccinator's protective shield blocks 100% of critical damage from attacks of the selected type.

Damage types

Each weapon has an associated type of damage that it deals. Some weapons can deal more than one damage type at once; for instance, the Cow Mangler 5000's charged shot deals explosive damage as well as fire afterburn damage.

  • Bullet damage is typically associated with hitscan weapons, though the damage caused by most projectile impacts is treated as such as well (such as syringes, arrows, and energy beams, excluding the Cow Mangler 5000's beam).
  • Explosive damage is usually caused by explosive projectiles. Players killed via explosive damage will often gib.
  • Fire damage is caused by both flaming weaponry and the afterburn they induce.
  • Bleed damage is applied to players that are bleeding.
  • Melee damage is dealt by melee weapons. Melee damage can destroy stickybombs and causes players to scream loudly on kill.
  • Critical damage is caused by critical hits and mini-crits, playing distinctive sound effects and producing louder kill screams.
  • Fall damage is applied to players that hit the ground after too high and/or too fast a drop.
  • Crush damage results when a player has been sandwiched between two objects (such as between a closing door and the ground). Being killed by crush damage causes the screen to flash red.

Damage vulnerability, resistance, and blocking

A player may take a modified amount of damage due to certain items. These effects stack multiplicatively. 'X% damage vulnerability' multiplies that kind of damage by 100% then adding X%, and 'Y% damage resistance' multiplies that kind of damage by 100% then subtracting Y%; for example, the Chargin' Targe grants 30% explosive damage resistance, which means all incoming explosive damage is multiplied by 70%.

Because effects are stacked multiplicatively, combinations of effects result in a slightly different value than may be expected; for example, a Soldier with the Pain Train (10% bullet weakness) and an active Battalion's Backup (50% sentry resistance) has a combined resistance of 45% against Sentry bullets - as opposed to the 40% that would result from the effects being simply added together.

Some weapons imbue an effect which increases or decreases the damage received from certain types of weapons. These effects may either be applied as 'on wearer' (having the item equipped in the loadout) or 'while active' (actively wielding the item).


List of weapons with damage vulnerability and resistance

Scout
Secondary While under the effects, immune to all damage.
Bonk! Atomic Punch
Melee +25% explosive damage vulnerability on wearer.
Candy Cane
+25% fire damage resistance when active
Sun-on-a-Stick
Secondary When used, it provides a defensive buff to nearby teammates that blocks 35% of incoming damage, 50% of Sentry Gun damage, and nullifies Critical hits.
Battalion's Backup
Melee +10% bullet damage vulnerability on wearer.
Pain Train

Pyro
Primary Invulnerable while 'Mmmph' taunting.
Phlogistinator
Secondary +50% explosion self-damage vulnerability on wearer
Detonator
Melee +20% damage vulnerability from all sources when active
Powerjack
Secondary +50% fire damage resistance on wearer.
+30% explosive damage resistance on wearer.
Chargin' Targe
+20% fire damage resistance on wearer.
+20% explosive damage resistance on wearer.
Splendid Screen
+15% fire damage resistance on wearer.
+15% explosive damage resistance on wearer.
Tide Turner
Melee +10% bullet damage vulnerability on wearer.
Pain Train
+15% damage vulnerability from all sources when active
Claidheamh Mòr

Heavy
Primary +20% damage resistance when below 50% health and spun up.
Natascha
20% damage resistance when below 50% health and spun up.
Brass Beast
Secondary While under the effects, damage taken increased by 20%.
Buffalo Steak Sandvich
Melee +30% damage vulnerability from all sources when active.
Warrior's Spirit
+40% damage resistance from ranged sources while active.
+100% damage vulnerability from melee sources while active.
Fists of Steel
Melee +20% fire damage vulnerability on wearer.
Southern Hospitality

Medic
Secondary While healing, provides healer and heal target with constant 10% resistance to the selected damage type.
Übercharge provides 75% resistance and full crit resistance to a selected damage type.
Vaccinator
Secondary +50% fire damage resistance on wearer.
Grants full immunity to the effects of afterburn.
Darwin's Danger Shield
Melee 20% damage vulnerability from all sources on wearer when active.
Bushwacka

Spy
Melee On Hit by Fire: Fireproof for 1 second and Afterburn immunity for 10 seconds.
Spy-cicle
PDA 2 +20% damage resistance when Cloaking.
Invis WatchEnthusiast's Timepiece
Quäckenbirdt
+20% damage resistance when Cloaking.
Cloak and Dagger
When being damaged (activating Dead Ringer), blocks 75% of incoming damage and gives afterburn immunity for 3 seconds.
After Dead Ringer has been activated, 65% damage resistance on wearer which fades to 20% in 3 seconds.
Dead Ringer


Update history

  • Fixed the Flamethrower hit detection

Does Moryas Attack Ramp Up And Do More Dmg Video

December 17, 2010 Patch (Australian Christmas)

  • [Undocumented] Melee weapons no longer deal bullet damage.
  • [Undocumented] Melee weapons no longer count as bullet weapons when accounting for damage vulnerabilities.

See also

Retrieved from 'https://wiki.teamfortress.com/w/index.php?title=Damage&oldid=2483799'
HomePlayers Helping Players

Does Moryas Attack Ramp Up And Do More Dmg Download

edited January 5, 2018 in Players Helping Players

Played DoT specs since my very first EQ Necro back in 1999 and really loved my Spriet and Afflic Lock in WoW. I tried Necro here but ended up having to switch to Minions for more survivability. I made a Revenaant cause I really like the Mace/Axe animations and wanted to be more tanky. I read they have the worst ramp up time. Wouldnt this be true for everyone considering the 'over time' part of DoT? What would be considered fast ramp up for a Condi build? Just looking for something to faceroll my way through all the story stuff.

Comments

Does Moryas Attack Ramp Up And Do More Dmg Lyrics

  • I'm surprised you're struggling with necromancer, honestly. Even without minions they are generally among the best classes to use if you're finding other classes aren't resilient enough. But then again, it sounds like you're new so you probably just haven't figured it all out just yet.

    Mirage (mesmer PoF elite) feels pretty strong on condi burst and sustain, so I bet they'd come up somewhere near the top of a comparison between classes focusing on condi ramp-up time. But I can't say I've done extensive testing on the matter. Here's a quick video of Mirage taking down a Veteran Mordant Crescent arbiter:

    It's difficult to read the damage output in the youtube version, but the arbiter dies in about 9 seconds at which point damage peaks at nearly 10k DPS. That at least gives an impression of the sort of ramp-up time you'll be working with on mirage in a solo scenario.

    As far as survival goes, mirage is the polar opposite of necromancer despite also being a minion class (of sorts). Where necro has lots of health and an extra health bar so they can take a hit (or ten), mirage instead relies almost entirely on actively avoiding damage via the use of evasion, invulns, blocks, stealths, and teleports as well as running distraction with their illusions. Here's a video to give you an idea of how mirage is able to prevail alone against a difficult boss despite using a glass cannon build:

    I chose this one because it's probably the best video I have on my channel to showcase damage avoidance. Those little blue targeting circles that float after me throughout the video cause a sniper shot to fire, taking more than half of my health if it hits. That would be enough to deal with without having a champion trying to kill me! So, as you'll see in the video I have my hands full avoiding damage!

    Sorry I don't have anything more relevant to a player leveling up, but hey maybe it will give you some ideas on things to try along the way! If nothing else, mesmer is probably the most unique class I've seen an MMO!

  • edited January 6, 2018

    Necromancer has a very strong DoT potential but does take a while to ramp-up (at least more time than some other classes I'll talk about in a bit) ! Often a condi necro (or scourge) will only manage to unleash full potential against bosses (champions and legendaries) in fractals and other high-level group pve content.
    If you want a high ramp-up condi build, I think you can go check out condi druids and condi soulbeasts (both specializations of the ranger) ! The ramp-up is crazy and you just burn everything haha. Druid will do a bit less damage than soulbeast, but the survivability is much higher ! I guess the best would be for you to try them both ^^ The equipment stats should be the same for both builds so you dont have to worry about that.
    The firebrand (PoF specialization of guardian) also has really big condi numbers that climb very fast, though their main source of damage comes from only one condition (burning) contrary to condi druid or soulbeasts (who work mostly with bleed/poison/burn).
    Then the last one I can think of in fast ramp-up will be the Mirage (PoF mesmer specialization) which is just a monster especially in PvP. The main conditions are torment and confusion, which work better against players than monsters since they're based on movement and use of abilities to do more damage, but honestly you will still melt everything around you in pve !

    Hope this will help you find some fun in the game!

  • For a lot of PvE, the only condi you really need to care about is burning. So look at guardians and its elite specs, the warrior elite spec berserker, ranger, and engi. All of those can pretty effortlessly burn things to death in seconds.

  • Engineer does intense burn damage. Very bursty good for pvp. Unfortantely anet haa had to nerf engineer burn conditions a few patches back

    But its still strong.

    Use pistol blow torch followed by rocket boots tool belt kick and drop fire bomb field in bomb kit and switch to flame thrower to drop a fire field and fire attacks.

    Unlike necro engineer can rarely easily stack enough condis to do sustain damage but their burn burst is pretty good. So condi engineer is ok for pve and burn burst is good for spvp and wvw.

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