Gratuitous Violence and Area Damage

Does area of effect radius and increased area damage effect the ascendancy node "Gratuitous Violence", also wondering if aoe radius and damage will scale the on kill effect of herald of ash/ice.

Also wondering if there is any other way to scale Gratuitous Violence, like with % Increased Phys Damage, or if it cannot be scaled.

Thanks.
Last bumped on May 11, 2016, 9:58:05 AM
still need help with this, thanks
You can check but I would guess no. It becomes a property of the monster to explode, it's not damage you're dealing per se. If it were, then 900% increased {physical,aoe} damage would turn single-target into mob clearance.
Yes, it *should* scale fully on relevant mods (i haven't made deliberate tests, but based on precedent from all other death-explosion mechs it should).

It should be treated as physical secondary damage with the keyword "area", in a similar way to the explosions from abyssal cry/detonate dead/infernal blow/quecholli/obliteration/etc (except those do something other than physical damage).

As such, it should scale with generic 'physical damage' modifiers, 'area damage' modifiers, and global damage modifiers. It should also be able to scale up its radius with 'increased radius' mechanics, and be boosted hatred and HoA and any other global '%phys added as/converted to _________' modifiers.


As for HoI and HoA, yes their on-death explosions are affected by both area damage and area radius. HoT's on-death buff gets a larger range with area radius mods, but will not scale on area damage (because the area is only used for determining valid targets, the damage aspect is separate from the area mechanic)




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HikaruYami wrote:
You can check but I would guess no. It becomes a property of the monster to explode, it's not damage you're dealing per se. If it were, then 900% increased {physical,aoe} damage would turn single-target into mob clearance.


death explosions are 'your' damage, they're considered 'secondary' damage (except HoA's, that's damage over time)... it's a fairly uncommon damage source that's not spell, not attack, and not damage-over-time. Unlike those other three damage sources, there's no modifiers that provide 'increased/more secondary damage', so it's a little tougher to scale, as you need to rely on scaling the other properties of the skill... in the case of death/corpse explosions, 'area' and whatever damage 'type' (phys, fire, etc).

(the other skills involving secondary damage are explosive arrow's explosions, which can scale with 'projectile', 'area' and 'fire/elemental', and bear trap, which can only scale with 'trap' and 'physical')
Last edited by Shppy#6163 on May 10, 2016, 12:58:40 PM
Oh, that's interesting information, thanks. Guess it's been too long since I've played... that seems kind of broken, hahah.
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HikaruYami wrote:
Oh, that's interesting information, thanks. Guess it's been too long since I've played... that seems kind of broken, hahah.



Not really, there's only so much increased area or non-weapon physical damage you can acquire, and there's no way to link supports to it (afaik), so you can only amplify it so much. Abyssal Cry has way more broken potential than Gratuitous Violence, tbh, even if it's not quite so passive.
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Shppy wrote:
Yes, it *should* scale fully on relevant mods (i haven't made deliberate tests, but based on precedent from all other death-explosion mechs it should).

It should be treated as physical secondary damage with the keyword "area", in a similar way to the explosions from abyssal cry/detonate dead/infernal blow/quecholli/obliteration/etc (except those do something other than physical damage).

As such, it should scale with generic 'physical damage' modifiers, 'area damage' modifiers, and global damage modifiers. It should also be able to scale up its radius with 'increased radius' mechanics, and be boosted hatred and HoA and any other global '%phys added as/converted to _________' modifiers.


As for HoI and HoA, yes their on-death explosions are affected by both area damage and area radius. HoT's on-death buff gets a larger range with area radius mods, but will not scale on area damage (because the area is only used for determining valid targets, the damage aspect is separate from the area mechanic)




"
HikaruYami wrote:
You can check but I would guess no. It becomes a property of the monster to explode, it's not damage you're dealing per se. If it were, then 900% increased {physical,aoe} damage would turn single-target into mob clearance.


death explosions are 'your' damage, they're considered 'secondary' damage (except HoA's, that's damage over time)... it's a fairly uncommon damage source that's not spell, not attack, and not damage-over-time. Unlike those other three damage sources, there's no modifiers that provide 'increased/more secondary damage', so it's a little tougher to scale, as you need to rely on scaling the other properties of the skill... in the case of death/corpse explosions, 'area' and whatever damage 'type' (phys, fire, etc).

(the other skills involving secondary damage are explosive arrow's explosions, which can scale with 'projectile', 'area' and 'fire/elemental', and bear trap, which can only scale with 'trap' and 'physical')


Thanks alot for your help, this answers all my questions.

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