Ball lightning and cast speed

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Agashi wrote:
I think you mean range is reduced. Within the game system, AoE, and projectile range, are completely different things.


yes they area, but techinicalities aside, it is reducing the literal area of effect in this case. You could say fp and incinerate get more aoe when supported with Faster Proj, since a larger area is subject to the damage of one cast / sequence.
Last edited by ancalagon3000#6581 on Jul 2, 2014, 7:15:55 AM
i am still sure every cast has its own 200ms :I
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ancalagon3000 wrote:
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Agashi wrote:
I think you mean range is reduced. Within the game system, AoE, and projectile range, are completely different things.


yes they area, but techinicalities aside, it is reducing the literal area of effect in this case. You could say fp and incinerate get more aoe when supported with Faster Proj, since a larger area is subject to the damage of one cast / sequence.


Who knows, they might be limited by range instead of duration, like fireball. And even if it did affect range, I think saw them going well offscreen, cutting that down to 3/4 of the screen or something should be well-worth it for almost 80% more damage. Yeah, I'm quite fond of tradeoffs like that :)


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Vipermagi wrote:
Lightning Arrow's "arcs" are also Projectile Damage. Ball Lightning isn't going to be different there.


Who knows again, it looks considerably different than LA so I wouldn't put it past them to place the skill behavior closer to arc than LA. Guess we'll see.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
Looking for the official post I saw that said the tick limit is per volley. Can't find it but know I saw it.

Which would mean FCR would work.
IGN - PlutoChthon, Talvathir
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Autocthon wrote:
Looking for the official post I saw that said the tick limit is per volley. Can't find it but know I saw it.

Which would mean FCR would work.


cool :) still, depending on their travelling speed maybe fcr would hit a 'wall' or something in terms of edps. We shall see
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ancalagon3000 wrote:
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Autocthon wrote:
Looking for the official post I saw that said the tick limit is per volley. Can't find it but know I saw it.

Which would mean FCR would work.


cool :) still, depending on their travelling speed maybe fcr would hit a 'wall' or something in terms of edps. We shall see
Not anymore tha n the "wall" any other spell hits in terms of eDPS.
IGN - PlutoChthon, Talvathir
slower projectiles only reduces the range of projectiles that have a fixed time in existance like incinerate.

From what I've seen the balls float until they hit something or the maximum range is exceeded, slower projectiles won't affect that. Same as putting slower projectiles with fireball.

Also, even though the "zaps" aren't projectiles they should still have their damage modified by the slower projectile gem since the projectile tag is on the skill.

Most powerful support combination with ball lightining:

Ball lightning + Lightning Pen + slower projectiles + Empower

Inc Aoe and Knockback are also solid contenders IMO. Also it's still unknown whether multiple casts of ball lightning can zap the same target simultaniously. If this is the case then Echo and faster casting will increase damage by overlapping the balls; especially with slower projectiles.

If you really need more spread to your AoE then LMP could work but it would give you mediocre damage for only a slight Aoe Boost. Inc AoE would probably be better


With ball lightining you want to maximize 2 things:

damage per zap
zaps per target

only way to increase zaps per target is making the ball's aoe bigger so they zap an enemy for longer, making the balls go slower so they have more time to zap each enemy, or knocking back the enemy so they move with the ball.
IGN: OldManBalls (Warbands)
Last edited by demivion#2965 on Jul 2, 2014, 9:33:16 AM

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