The Felbog Fang, bugged or intended?

Hello.
Today I tried to test out the Felbog Fang unique amulet while using the Impending Doom Support through PVP means.

I am wondering if the line :
"Enemies Cursed by you take 25% increased Damage if 75% of Curse Duration expired"
is actually affecting the explosion of Doom Blast if the curse runs out of duration as well as :
"Your Curses have 25% increased Effect if 50% of Curse Duration expired".

For anyone wondering:
-no elemental damage is deal in this test (pure chaos)
-inline with no elemental damage, no effects like shock are produced / no wither.
-no ascendancy interferences
-no spell block
-no spell suppression
-no regen on the target
-static chaos resistance (no change to chaos resist through the whole test).

All hits were non-crit through EO during the testing.
Links were : Impending doom, Despair, Controlled destruction (crit reduction), Overcharge (damage reduction)

The samples were pretty low (20 hits each), but testing this mechanic takes quite a while.

Without :
After testing, the average damage with my setup without the amulet is 1026,85.

With:
After testing, the average damage with my setup with the amulet is 1121,6.

The difference seems negligible and does not seems inline with the increased effect of curse (despair) and the take take increase modifier (should increase the hit damage by around 25%).

Bug or feature? I can't wait to know as I'm theory crafting a build with theses skills and this amulet.
Last bumped on Sep 7, 2022, 10:50:01 AM
If you still have the raw data, it might be worth creating some confidence intervals, since 20 samples is quite low.


The only other thing that I think could be happening is that PvP areas or skills or something have a hidden modifier that increases or reduces damage taken by players. This would make sense since you can have literally billions of DPS, but I can't get the maths to work out so that it could be the cause:

Consider your true damage D and the PvP damage reduction P. Then the formulae describing this scenario (ignoring increased curse effect, which maybe is a bad thing to do) are:

(1 + P) * D = 1030 (only PvP damage reduction in effect)
(1 + P + 0.25) * D = 1120 (now they're taking 25% increased damage)

(assume D != 0, P != -1.25)

then

(1 + P) / (1 + P + 0.25) = 1030 / 1120
1 + P = (1 + P + 0.25) * 1030 / 1120
P - 1030 / 1120 * P = 1030 / 1120 * (1 + 0.25) - 1
(1 + 1030 / 1120) * P = 1030 / 1120 * (1 + 0.25) - 1
P = (1030 / 1120 * (1 + 0.25) - 1) / (1 + 1030 / 1120)

P = 0.078

Since P is non-negative I don't think this is what is going on, but perhaps I have made a rookie mistake.
Thanks PurpleChakra for your reply.

I do think the small damage difference is from the small amont of added chaos damage and the chaos resistance reduction from the lvl 1 despair that I used as well as somme little bit of luck.

With the amulet the damage was consistently 1k+ every single hit vs without where there's multiple hits under 1k, so I think the part where the curse effect is increased actually affect the skill as the target that receive the explosion is affected by the curse that explodes.

I don't think take increase modifiers would be more than 90% reduced as there's not that many of them inside the game and it would be unfair in PVP, but we never know.

I think theses modifiers should work on Doom Blast as the ennemi is affected by the curse at the moment of the explosion and as the curse is 100% expired all conditions should be fulfilled (Condition "Enemies Cursed" = true as the ennemi is affected by the curse (skill specific), 75% of Curse Duration expired = true as 100% is expired).

I think this might actually be a bug where the last modifier is not actually working in theses conditions but I think the only way to be sure about it is to get feedback from GGG.

Report Forum Post

Report Account:

Report Type

Additional Info