While Momentum is active, casting Stamina abilities while in combat generates a stack of Frenzied Momentum for 20 seconds, increasing your Weapon and Spell Damage by 30 up to 10 times. After 5 or more stacks, your next Heavy Attack consumes all stacks and releases a violent explosion of energy around you, dealing 1084 Physical Damage to all enemies within 8 meters, scaling off the higher of your Weapon or Spell Damage.
- Molten Whip: Fixed an issue where this morph could fail to activate many conditional requirements that stated, “when casting an ability that costs Magicka or Stamina”. Note that conditional requirements that require only a Stamina ability specifically will still not fire, as this ability is predominantly Magicka oriented.
Necrotech_Master wrote: »in the U37 patch notes they definitively said that molten whip would NOT trigger anything that requires spending stamina as its still considered a magicka ability predominantly
from the patch notes:
- Molten Whip: Fixed an issue where this morph could fail to activate many conditional requirements that stated, “when casting an ability that costs Magicka or Stamina”. Note that conditional requirements that require only a Stamina ability specifically will still not fire, as this ability is predominantly Magicka oriented.
edit: bolded relevant part
3: Momentum/Rally/Forward Momentum does not do damage, though? Unless I missed a very big change somewhere.
If you’re talking about the the proc of the Frenzied Momentum set not proccing enchantments, that’s because it is not a weapon ability or heavy/light attack itself. It is a set proc.
It’s just like Merciless Charge not proccing enchantments, whereas Stampede does. Even though Merciless Charge is additional damage caused by Stampede thanks to the Maelstrom set bonus, it isn’t technically a weapon skill itself.
ETA: To confirm, CMX registers the damage from Frenzied Momentum as "Frenzied Momentum," so the damage is a separate entry from the weapon skill and heavy attack. It should be exactly parallel to Merciless Charge.
silver1surfer69 wrote: »3: Momentum/Rally/Forward Momentum does not do damage, though? Unless I missed a very big change somewhere.
ETA: To confirm, CMX registers the damage from Frenzied Momentum as "Frenzied Momentum," so the damage is a separate entry from the weapon skill and heavy attack. It should be exactly parallel to Merciless Charge.
It does not add so much information to the bug problem but this is due to the a proc cant proc another proc rule.
silver1surfer69 wrote: »3: Momentum/Rally/Forward Momentum does not do damage, though? Unless I missed a very big change somewhere.
ETA: To confirm, CMX registers the damage from Frenzied Momentum as "Frenzied Momentum," so the damage is a separate entry from the weapon skill and heavy attack. It should be exactly parallel to Merciless Charge.
It does not add so much information to the bug problem but this is due to the a proc cant proc another proc rule.
But this is unlogical. Arena sets modify skills itself. For example crushing wall, assasin's blade. They work in that logic. It can be coded in another way, but they must count this proc as proc of skill, not set. I can remember also one more case that should be tested just to be sure: sheer venom combined with assasin's blade. It should work too, but I have doubt that it does.
Btw in my local translation of game description of Frenzied momentum says not "Stamina ability", but "Ability that spends stamina", which is big difference in case of whip.
@virtus753 I already answered why: because arena sets in my opinion intended to modify skills, not for add some procs. And in some range of cases they do. I tested malestorm 2hander myself before and I was disappointed, when I found that additional damage doesn't proc glyph. As for FM, I supposed to get some use of that set, considering it as way to have long duration backbar skill, that actually can proc glyph (because this is weapon skill that does damage, while it is modified). You get buff, that will explode for AoE damage. Blade cloak works same except that it doesn't disappear after proc.
Oh don't worry, Frenzied Momentum budget currently = 0would require a rebalancing of its budget
Nord_Raseri wrote: »The effect lasts 20 seconds after momentum ends because that's how it works. Same as maelstrom 2hander an brp dw. Every time you use a stam skill while momentum is active the 20 seconds refreshes. Maelstrom 2hander 10 second bleed continues 10 seconds after the lst tick of stampede damage. Brp dw proc also refreshes from the last tick of blade cloak. As you quoted yourself, "generates a stack of frenzied momentum for 20 seconds." working as intended.
Nord_Raseri wrote: »The effect lasts 20 seconds after momentum ends because that's how it works. Same as maelstrom 2hander an brp dw. Every time you use a stam skill while momentum is active the 20 seconds refreshes. Maelstrom 2hander 10 second bleed continues 10 seconds after the lst tick of stampede damage. Brp dw proc also refreshes from the last tick of blade cloak. As you quoted yourself, "generates a stack of frenzied momentum for 20 seconds." working as intended.
It refrshes while momentum not active You get new stacks after skill expires.