Skittering runes and blasphamy curses

I am running a dual blasphamy curse righteous fire build (Elemental weakness and Flammability).

Flammability removes 44% Fire resist
Elemental weakness removes 39% elemental resist

With skittering runes this should be:

44*1.2=52.8

39*1.2=46.8

However the tooltip still states the original values. Is this a bug or doesnt skittering runes apply to blasphemy curses?
Last bumped on Mar 11, 2016, 10:16:05 AM
Neither; because your Increased Curse Effect is additive with Act/Map boss' 60% Reduced Curse Effect (used to be a more common modifier), GGG decided it was less deceptive to not show Curse Effect at all.
"
Vipermagi wrote:
Neither; because your Increased Curse Effect is additive with Act/Map boss' 60% Reduced Curse Effect (used to be a more common modifier), GGG decided it was less deceptive to not show Curse Effect at all.


I dont udnerstand, the map/act boss reduced curse effect is only on that particular boss, right? I am assuming its not on the whole act/map.

But it IS showing the original values. It shows "Cursed enemies lose X% of their elemental resist" and logically this number should change with skittering runes?
It only applies to those specific enemies, yes.

In order to calculate the effectiveness of your Curse, you simply multiply the values by 1.2, right? Well, not if the enemy has Reduced Curse Effect ('Reduced Effect of Curses on you'). You add up the Reduced and Increased Effect, and apply it as a single multiplier; -40% in your case.

If your own Curse Effect was already factored into the display, it's easy to assume that 60% Reduced Curse Effect simply applies to that listed value, when that is not actually the case. Instead you'd have to calculate back to the base values, and then apply Inc+Red Curse Effect from there.
Last edited by Vipermagi#0984 on Mar 11, 2016, 7:37:34 AM
"
Vipermagi wrote:
It only applies to those specific enemies, yes.

In order to calculate the effectiveness of your Curse, you simply multiply the values by 1.2, right? Well, not if the enemy has Reduced Curse Effect ('Reduced Effect of Curses on you'). You add up the Reduced and Increased Effect, and apply it as a single multiplier; -40% in your case.

If your own Curse Effect was already factored into the display, it's easy to assume that 60% Reduced Curse Effect simply applies to that listed value, when that is not actually the case. Instead you'd have to calculate back to the base values, and then apply Inc+Red Curse Effect from there.



Somehow it feels more logical to present the values on standard mobs instead of NOT doing it because of a one-of less-multiplier on a boss.
Normal mobs can also be resistant cu ele damage. So there are too many factors to calculate, which will make your tooltip misleading.

If we had some sort of dps meter in game, it would be way easier to check the damage each skill does and how it is affected by curses. But like it is now, the tooltip is very limited.
As an example, a similar issue : Firestorm lists average damage per meteor in its tooltip, instead of dps, because multiple meteors can hit the target, but also the target can move out of the area. So it can't reliably tell you how much damage you do, it just sticks to an average and lets you calculate an estimate.

Hope this explanation helps.
"
Effreti wrote:
Normal mobs can also be resistant cu ele damage. So there are too many factors to calculate, which will make your tooltip misleading.

If we had some sort of dps meter in game, it would be way easier to check the damage each skill does and how it is affected by curses. But like it is now, the tooltip is very limited.
As an example, a similar issue : Firestorm lists average damage per meteor in its tooltip, instead of dps, because multiple meteors can hit the target, but also the target can move out of the area. So it can't reliably tell you how much damage you do, it just sticks to an average and lets you calculate an estimate.

Hope this explanation helps.



I dont agree. If I understand correctly, a normal mob has x% elemental resist and since curses should work like this:

"Cursed enemies lose 10% of their fire resists"

this means that an enemy with 70% resist would have 60% resist while cursed.

If the curse is stronger it should read:

"Cursed enemies lose 12% of their fire resist"

This would mean that the enemy would have 58% fire resist.


Now if you would add an less multiplier (which bosses have) this gets far more complicated.

But on normal mobs it shouldnt be hard. Or am I missing something?


All i can tell you is that tooltips for auras and curses only show the base values, without the modifiers since forever.
older quote from vipermagi

"
Because the modifier is additive with modifiers such as Increased Effect of Buffs/Auras on you (ex. Matua Tupuna, Inner Force back in the day), and these modifiers simply cannot show in the tooltip, GGG decided to not add Increased Aura Effect on the tooltip.

If Aura Effect did show up on the tooltip, it would be easy to assume that Matua multiplies that value, where it actually adds up to Aura Effect and is applied as one multiplier.
"
Effreti wrote:
If Aura Effect did show up on the tooltip, it would be easy to assume that Matua multiplies that value, where it actually adds up to Aura Effect and is applied as one multiplier.

And instead we're having people assuming it isn't working for whatever reason.

I don't really agree with their tooltip logic, just like they refuse to put AoE bonus on fireball because of those few instances when it won't explode, so it misleads people into thinking AoE doesn't work for whatever reason (because this is a complex game, right) or that fireball does some multihit mubmo-jumbo. If you can't possibly show everything on the tooltip, you should go for the 99% majority case.
Wish the armchair developers would go back to developing armchairs.

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Last edited by raics#7540 on Mar 11, 2016, 10:16:51 AM

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