Shattering Steel Shattering Steel Attack, Projectile, AoE, PhysicalĮffectiveness of Added Damage: (100-159)% Requires Level 12 Swing an Axe or Sword, consuming Steel Shards to gain a Steel Ward that protects you for a duration, and fire projectiles which shatter on impact or soon after being launched, dealing area damage in front of where they shatter. Hits after the first on each Enemy deal 60% less Damageġ% increased Impale Effect Place into an item socket of the right colour to gain this skill. (20-113) to (30-169) Added Attack Physical Damageįires 50% more Projectiles per Steel Shard consumed Steel Shards are gained with the Call of Steel Skill. The cluster will fire a number of projectiles in sequence, aiming at enemies in front of or close to it. Lancing Steel Lancing Steel Attack, Projectile, PhysicalĮffectiveness of Added Damage: (63-106)% Requires Level 28 Thrust an Axe or Sword forward, consuming your Steel Shards to form a cluster of shards in front of you. Depending on the individual build this keystone may increase or decrease the impale damage. The Impaler causes impale damage to be calculated differently. The slower the attack speed of the character and the less hits per attack, the longer it will take to start doing maximum impale damage per hit.Final damage is (60 x 1.58) = 94% of the damage of the hit in impale damage.All impale effect modifiers include 38% from the gem and 20% from passives = 58%.Maximum impale damage begins at 7 hits.This damage is then further multiplied by increased impale effect.Įxample: Champion with plus 1 max impales, level 20 impale support with 20% quality and 20% impale effect from passives. This damage is capped at the total number of impales you land per hit multiplied by 10. The second hit does 10% reflected damage. No impale damage is done on the first hit to enemies. Note: All calculations below assume 100% impale chance to make them simple. The damage can be further increased by modifiers that grant x% increased Impale Effect. A higher amount of physical damage dealt up front results in a more damaging impale. The damage that impale will deal implicitly scales with the amount of physical damage dealt by the hit that inflicts it. Reflects 100 to 150 Physical Damage to Melee Attackersġ00% of Damage you Reflect to Enemies when Hit is leeched as Life A lightless world (0.4-0.8)% of Physical Attack Damage Leeched as Life The source of the reflected damage is the impale debuff there is no interaction with effects that pertain to damage you reflect, as seen on Crown of the Pale King Crown of the Pale KingĮnergy Shield: (72-96) Requires Level 52, 58 Dex, 58 Int (150-200)% increased Evasion and Energy Shield ĭamage dealt by impale is considered reflected damage. The maximum number of impale stacks a target can have is inherently limited by how many hits the impales will last. Each stack of impale will deal its own recorded damage to that target every time it is hit. A target may have multiple impale effects on it at once. Impale remains in effect for eight seconds or until the maximum number of hits is reached. A hit from any source will cause impale to deal damage it does not have to come from the character who inflicted impale. Impale then deals the recorded damage to that target each time it is hit after that. When a hit applies impale to a target, 10% of that hit's physical damage is recorded before any damage mitigation is applied.
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