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Add-ons and in game mechanics

Khazaad
Khazaad
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I'll sacrifice pride by asking a dumb question if it means a good answer... so..

when trying to understand the damage mechanics of an ability, are mods that track damage a reliable source? at least as far to say "the mod may NOT include values that exist... but the values a mod does include, DO exist."
  • Anthony45122
    Anthony45122
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    I'm not sure if I understand exactly what you're asking but if I do I would say yes. Such as, I am a sorcerer and have the relentless fury skill. After downloading a recount add-on I was able to notice that the mage's fury that activates an aoe if the target falls below 20% health after using relentless fury actually causes more damage in dungeons than the on use damage of the skill. Or there is a destruction staff skill called Force Pulse when morphed that deals damage to up to 2 enemies near the target that are chilled, burning, or concussed. I like using this skill in conjunction with Elemental Blockade which creates an aoe of frost/fire/lightning on the ground. The recount add-on lets me know how much more damage i'm doing when hitting the other 2 targets. Sorry if that was long and confusing or not helpful at all.
  • Khazaad
    Khazaad
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    @Anthony45122‌ You got it. The only other thing I was wondering is about what the counter doesn't know...

    IOW: Is it reliable to assume that if a counter does NOT display the values in question, the value is zero? (never occurred) Or is this dependant on it's design.

    Ex: I want to know if x passive affects y ability. After testing, no change in y is observed after x is applied. is it KNOWN that x doesn't affect y? or could the counter have omitted to properly understand what x is?

    (thanks for bearing with me)
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