Nov 13, 2018 VELONASAUR - Everything You Need To Know! Ark: Survival Evolved Extinction / Today we're going to be learning how to tame the VELONASAUR, best practices, and additional tips! Extinction is.
- Rats Dps Area Dmg Map
- Rats Dps Area Dmg Free
- Rats Dps Area Dmg 2
- Rats Dps Area Dmg 1
- Rats Dps Area Dmg Locations
![Area Area](/uploads/1/3/3/8/133893610/714544101.jpeg)
edited September 30, 2017 in Thief
I did some DPS checks in the Special Forces Training Area on the 'Weak Enemy (1,000,000 HP)' golem. I was running full ascended berserker gear with scholar runes and 14 +5 power infusions w/ a sigil of force on each weapon set used. Here are my findings:
DPS Checks:
Deadly Arts | Critical Strikes | Deadeye
Deadly Arts | Critical Strikes | Deadeye
Rats Dps Area Dmg Map
Deadeye - P/P:
No Buffs: ~7.5k
Buffs: ~16k
No Buffs: ~7.5k
Buffs: ~16k
Deadeye - Rifle:
No Buffs: ~8.7k
Buffs: ~22k
No Buffs: ~8.7k
Buffs: ~22k
Consider avoiding them, and keeping them healthy. They are much less dangerous in rain, so consider exterminating as much of them as you can if it rains, or taming them to sell them, slaughter them in a lake, or an area with no risk of fire, such as a room with a firefoam popper or stone floors, if you ever lack the meat for high quality meals. Junkrat is a hero that excels at defending an area through the use of traps and indirect fire; he is valued for his damage output and area denial capabilities. He has strong mobility thanks to Concussion Mine and deals high (if inaccurate) damage with his Frag Launcher.
Deadeye - P/P|Rifle rotation:
No Buffs: ~7.8k
Buffs: ~17k
No Buffs: ~7.8k
Buffs: ~17k
Deadeye - D/D:
No Buffs: ~9.9k
Buffs: ~24.8k
No Buffs: ~9.9k
Buffs: ~24.8k
Deadly Arts | Critical Strikes | Daredevil
Daredevil - Staff:
No Buffs: ~9.4k
Buffs: ~23.9k
No Buffs: ~9.4k
Buffs: ~23.9k
Daredevil - P/P:
No Buffs: ~6.9k
Buffs: ~15.5k
No Buffs: ~6.9k
Buffs: ~15.5k
Daredevil - D/D:
No Buffs: ~8.1k
Buffs: ~20.9k
No Buffs: ~8.1k
Buffs: ~20.9k
EDIT:
For reference, here's what I got for my Scourge running full ascended viper's gear with runes of the berserker + sigil of torment and sigil of smoldering.
Curses | Soul Reaping | Scourge
For reference, here's what I got for my Scourge running full ascended viper's gear with runes of the berserker + sigil of torment and sigil of smoldering.
Curses | Soul Reaping | Scourge
Scourge - Scepter/Torch:
No Buffs: ~11.1k
Buffs: ~21.6k
No Buffs: ~11.1k
Buffs: ~21.6k
Firebrand running full ascended viper's gear with runes of balthazar + Sigil of Smoldering.
Radiance | Zeal | Firebrand
Radiance | Zeal | Firebrand
Rats Dps Area Dmg Free
Firebrand - Axe/Torch:
No Buffs: ~ 8.2k
Buffs: ~20.2k
No Buffs: ~ 8.2k
Buffs: ~20.2k
Rats Dps Area Dmg 2
Comments
- Critical Strikes | Deadly Arts | Deadeye/Daredevil
- So, it's not that far behind DD. A little tweeking in damage for rifle and it will be up there.If Life gives you lemons, put the lemons in a sack and beat up Life for giving you lemons in the first place.
- I'm not trying to be snarky and I certainly don't want to sound rude but I think you might not be doing the rotation of staff daredevil correctly. I guess it depends on what you mean by buffs. Using all buffs it's just shy of or over 30k.
- Would be interesting to know the exact rotation you used or a video where you show that.
From what i have experienced so far P/P were far stronger than Rifle, no matter what i do, since the energy efficiency is far superior and Unload Burst allready starts at very high numbers (in the first 3-4s i can deal more damage with unload than i can with DJ after 10s)
so..how? where is the secret? - edited September 30, 2017I was able to get 25k out of deadeye rifle + d/x by farming dagger autoattack while malice built for DJs on rifle. I was able to get 33k out of my unoptimized scourge farming scepter/torch. Got 27k out of my firebrand but didn't really know what I was doing tbh, just mashing buttons.
- This data is worthless without knowing about your rotation and traits.
- @Oxygen.5918 said:
This data is worthless without knowing about your rotation and traits.I'll throw a vid up when I get the time. - 0
- If they made the initiative costs more reasonable, or added a refund ability to rifle, then maybe things would work. The big problem I have with rifle is that the damage stops completely due to initiative starvation, whereas with pistol, or say, druid longbow, I can keep shooting constantly and get to move while I do it.Maybe if kneel gave some sort of initiative refund on successful hits or something like that. Especially as it costs initiative itself and often stops me pulling off a much needed deaths judgement.
- edited September 30, 2017I tested it on another thread. No food, unrealistic buffs. Due to the way executioner works the overall DPS starts at 29k, but ends at 30.5k. You get these numbers whether you use Maleficent Seven or Be Quick or Be Killed. The rotation is basically just standing behind the golem and using backstab, until 25% health in which case you just spam heartseeker. Just using dagger auto starts at 27.5k and ends at 29k.The daredevil rotation is a bit more chaotic, so I don't end up with stable numbers. In general it hangs around 30k DPS, but I have gotten spikes of 31k. Overall, the Deadeye and the Daredevil are actually fairly well balanced. In a lab, anyway. And doing power damage.EDIT: Might as well post the build.Full berserker. Scholar Runes. Sigil of Force + Air.Deadly Arts: Mug, Revealed Training (Panic Strikes for Daredevil), Executioner
Critical Strikes: Twin Fangs, Practiced Tolerance, No Quarter
Deadeye: Iron Sight, Unforgiving, Be Quick or Be Killed.
What is dmg supplement. Daredevil: Havoc Mastery, Staff Mastery, Bounding Dodger.Utilities: Shadow Flare, Assassin's Signet, Signet of Agility. Daredevil used Fist Flurry.'Self awareness is knowing when you're sitting at the throne of ignorance.' --Leo G. - So these are sustained dmg? I find it hard to believe that rifle would perform better than pistol because unload cost 3 initiative effectively compared to 4 for 3rb or 6 for DJ. Since initiative regen is constant I think the weapon set that is most efficient with initiative would be better. Staff DD can put up those dmg number continuously cause its auto attack is so good whereas Pistols/Rifle cant. Also did you do the dps test with kneeling for rifle on? that is also pretty unrealistic scenario imo.I also think that the marked target duration should be longer than the cooldown of the power to ensure you get the initiative return for mercy which isnt the case unless you delay deadeye's mark by 6s or so.
- edited September 30, 2017@Blood Red Arachnid.2493 said:
I tested it on another thread. No food, unrealistic buffs. Due to the way executioner works the overall DPS starts at 29k, but ends at 30.5k. You get these numbers whether you use Maleficent Seven or Be Quick or Be Killed. The rotation is basically just standing behind the golem and using backstab, until 25% health in which case you just spam heartseeker. Just using dagger auto starts at 27.5k and ends at 29k.The daredevil rotation is a bit more chaotic, so I don't end up with stable numbers. In general it hangs around 30k DPS, but I have gotten spikes of 31k. Overall, the Deadeye and the Daredevil are actually fairly well balanced. In a lab, anyway. And doing power damage.EDIT: Might as well post the build.Full berserker. Scholar Runes. Sigil of Force + Air.Deadly Arts: Mug, Revealed Training (Panic Strikes for Daredevil), Executioner
Critical Strikes: Twin Fangs, Practiced Tolerance, No Quarter
Deadeye: Iron Sight, Unforgiving, Be Quick or Be Killed.
Daredevil: Havoc Mastery, Staff Mastery, Bounding Dodger.Utilities: Shadow Flare, Assassin's Signet, Signet of Agility. Daredevil used Fist Flurry.I'd like to add that this only works under the assumption you have perma-quickness; i.e. meta raid scenario. Without quickness you lose a lot of dps because of deadeyes final trait. Have you tried the same, but with D/D deadeye vs Staff daredevil? - edited September 30, 2017@Blood Red Arachnid.2493 said:
I tested it on another thread. No food, unrealistic buffs. Due to the way executioner works the overall DPS starts at 29k, but ends at 30.5k. You get these numbers whether you use Maleficent Seven or Be Quick or Be Killed. The rotation is basically just standing behind the golem and using backstab, until 25% health in which case you just spam heartseeker. Just using dagger auto starts at 27.5k and ends at 29k.The daredevil rotation is a bit more chaotic, so I don't end up with stable numbers. In general it hangs around 30k DPS, but I have gotten spikes of 31k. Overall, the Deadeye and the Daredevil are actually fairly well balanced. In a lab, anyway. And doing power damage.EDIT: Might as well post the build.Full berserker. Scholar Runes. Sigil of Force + Air.Deadly Arts: Mug, Revealed Training (Panic Strikes for Daredevil), Executioner
Critical Strikes: Twin Fangs, Practiced Tolerance, No Quarter
Deadeye: Iron Sight, Unforgiving, Be Quick or Be Killed.
Daredevil: Havoc Mastery, Staff Mastery, Bounding Dodger.Utilities: Shadow Flare, Assassin's Signet, Signet of Agility. Daredevil used Fist Flurry.If I am not mistaken, there is a D/D rotation on DD that used Trickery, which outruns the simple DD Staff rotation using Deadly Arts.You might want to try looking into the other trees to see what you can pull out. Deadly arts primarily gives damage from Executioner and Exposed Weakness.You might have to drop this trait tree on DE to find something that synergizes more strongly.But regardless, even if DE currently can't compete with DD in melee, it does actually make Thief a decent choice for ranged strats now. And there's also the balance changes that will be coming up. More than likely, because of Anet's patterns, DD will get neutered to make its role more defined, and DE will get buffed and hopefully some bug fixes.Most likely.. I think initiative will probably be the first thing touched on. In my experience DE can kill players and mobs very quickly with a burst using a build not optimized for damage, and well before you generate a significant amount of malice (I even forgot to install sigils on the stupid rifle). The DE does actually have a trait that allows him to generate malice at a much faster rate if he hinges around stealth. But the major problem you run into is how heavy the initiative costs are. So you can kill two players very quickly, but suddenly you're stuck in the mud because you're waiting for initiative to regen. - 0
- @BoX Legend.4027 said:
I'd like to add that this only works under the assumption you have perma-quickness; i.e. meta raid scenario. Without quickness you lose a lot of dps because of deadeyes final trait. Have you tried the same, but with D/D deadeye vs Staff daredevil?https://treeutah843.weebly.com/advanced-mac-cleaner-que-es.html. That is what I just tested. In situations with low/no quickness, Maleficent Seven would be a better choice than Be Quick or Be Killed. But with permanent quickness they perform scarily similar.@Leo Schrodingers Cat.2497 said:
If I am not mistaken, there is a D/D rotation on DD that used Trickery, which outruns the simple DD Staff rotation using Deadly Arts.You might want to try looking into the other trees to see what you can pull out. Deadly arts primarily gives damage from Executioner and Exposed Weakness.You might have to drop this trait tree on DE to find something that synergizes more strongly.Yes, the condition build. Testing the condition build, however, is very difficult to do, since venoms are dependent on having teammates, and I have no such connections. qt Clocks the condi build at around 34k dps, and I'll have to take their word for it. There's no use comparing apples to oranges, however, as the deadeye does not have condition granting traits.For power builds, Deadly Arts has a total of 18.3% in modifiers while Trickery caps out at 15%. Add revealed training on top of that, and there isn't a trait line that can compete with those bonuses. Critical Strikes has even more bonuses, so you can't lose that one, either.'Self awareness is knowing when you're sitting at the throne of ignorance.' --Leo G. - I've actually been seeing higher DPS with the Trickery Traitline instead of Deadly arts. I'm running Zerks exotic armour and ascended weapons/trinkets so some of my numbers will be over the place.
So I've got:
Critical Arts: 3,2,1
Trickery: 3,(doesn't matter too much),2
Deadeye: 1,3,2Reason why I'm running Trickery is due to Lead Attacks' 15% damage increase and the increased initiative to help spam being revealed for Revealed Malice to give it a really good uptime and HS spam at the end.~23.7k with Buffs and Deadly Arts
~25k with Buffs and TrickeryIt seems that the extra 15% might be better than +200 power but it shouldn't be better than the +20% damage executioner gives. Possibly this is due to the extra initiative I got to work with. - kitten, I never took revealed malice. I keep forgetting that trait exists. Oh well, maybe another day.'Self awareness is knowing when you're sitting at the throne of ignorance.' --Leo G.
- edited October 1, 2017This is one of the worst testing and results presentation I've ever seen. All of this is meaningless.
- @Asur.9178 said:
This is one of the worst testing and results presentation I've ever seen. All of this is meaningless.At least he is trying. Maybe you could give some advice on how he could do it better and have it be more meaningful? - @eldrjth.7384 said:
So these are sustained dmg? I find it hard to believe that rifle would perform better than pistol because unload cost 3 initiative effectively compared to 4 for 3rb or 6 for DJ. Since initiative regen is constant I think the weapon set that is most efficient with initiative would be better. Staff DD can put up those dmg number continuously cause its auto attack is so good whereas Pistols/Rifle cant. Also did you do the dps test with kneeling for rifle on? that is also pretty unrealistic scenario imo.I also think that the marked target duration should be longer than the cooldown of the power to ensure you get the initiative return for mercy which isnt the case unless you delay deadeye's mark by 6s or so.pistols actually perform way better, in my case Rifle Autoattack hits for around 2.5k, TRB for 5k and DJ for 16k. Meanwhile Unload hits for 8-10k before i have might, costs only a fraction of a Rifle rotation, gives me buffs while dealing my main damage, lets me stay mobile..and of course they profit from malice too.
I cant see a single point where rifle in pve could outperform pistols or even daggers. in pvp sure, but only in rare scenarios@Leo Schrodingers Cat.2497 said:@Blood Red Arachnid.2493 said:
I tested it on another thread. No food, unrealistic buffs. Due to the way executioner works the overall DPS starts at 29k, but ends at 30.5k. You get these numbers whether you use Maleficent Seven or Be Quick or Be Killed. The rotation is basically just standing behind the golem and using backstab, until 25% health in which case you just spam heartseeker. Just using dagger auto starts at 27.5k and ends at 29k.The daredevil rotation is a bit more chaotic, so I don't end up with stable numbers. In general it hangs around 30k DPS, but I have gotten spikes of 31k. Overall, the Deadeye and the Daredevil are actually fairly well balanced. In a lab, anyway. And doing power damage.EDIT: Might as well post the build.Full berserker. Scholar Runes. Sigil of Force + Air.Deadly Arts: Mug, Revealed Training (Panic Strikes for Daredevil), Executioner
Critical Strikes: Twin Fangs, Practiced Tolerance, No Quarter
Deadeye: Iron Sight, Unforgiving, Be Quick or Be Killed.
Daredevil: Havoc Mastery, Staff Mastery, Bounding Dodger.Utilities: Shadow Flare, Assassin's Signet, Signet of Agility. Daredevil used Fist Flurry.If I am not mistaken, there is a D/D rotation on DD that used Trickery, which outruns the simple DD Staff rotation using Deadly Arts.You might want to try looking into the other trees to see what you can pull out. Deadly arts primarily gives damage from Executioner and Exposed Weakness.You might have to drop this trait tree on DE to find something that synergizes more strongly.But regardless, even if DE currently can't compete with DD in melee, it does actually make Thief a decent choice for ranged strats now. And there's also the balance changes that will be coming up. More than likely, because of Anet's patterns, DD will get neutered to make its role more defined, and DE will get buffed and hopefully some bug fixes.Most likely.. I think initiative will probably be the first thing touched on. In my experience DE can kill players and mobs very quickly with a burst using a build not optimized for damage, and well before you generate a significant amount of malice (I even forgot to install sigils on the stupid rifle). The DE does actually have a trait that allows him to generate malice at a much faster rate if he hinges around stealth. But the major problem you run into is how heavy the initiative costs are. So you can kill two players very quickly, but suddenly you're stuck in the mud because you're waiting for initiative to regen.PLAYERS. Killing a Player isnt hard as a thief, there are enough builds that take just a few skills to kill a player without giving them an option to even react when you ambush them. Just because Rifle can do that too doesnt mean that its actually good or better. As you said..initiative is a problem, and in pve its not just that. In pve we need to fight multiple enemies at once all the time, so high singletarget damage with a high chargeup time is useless, especially when half of them can pull and force you out of the kneeling stance. - I'm in way too much pain to spend several hours making a video while trying to get a flawless latency free damage rotation with half a dozen slight variations of the same build. Also I'm never going to spend 1000 gold just to get the stat bonuses off of infusions. The last two times I tried to install an add-on they wouldn't run properly.The lesson of the day is this: If you don't like how things are done, do them yourself.'Self awareness is knowing when you're sitting at the throne of ignorance.' --Leo G.
- edited October 1, 2017A screenshot is better than some weird numbers.Sure, not the highest number in raid or anything, but it's the highest true range attack. (Ground Target circle spamming doesn't count as range attack to me though since if target moves, you lose all the damage, defeating the purpose of range attack)Using some other weapon as deadeye may hit harder I guess? Not sure.
- @Aomine.5012 said:A screenshot is better than some weird numbers.Sure, not the highest number in raid or anything, but it's the highest true range attack. (Ground Target circle spamming doesn't count as range attack to me though since if target moves, you lose all the damage, defeating the purpose of range attack)Using some other weapon as deadeye may hit harder I guess? Not sure.and that for a spec that was meant to basically be a ranged fighter with melee-high damage as trade for his mobility.
- @Asur.9178 said:
This is one of the worst testing and results presentation I've ever seen. All of this is meaningless.I more or less just wanted to get the conversation rolling. You're perfectly welcome to test yourself and post the results for others to see. - @Nitron.6405 said:@Asur.9178 said:
This is one of the worst testing and results presentation I've ever seen. All of this is meaningless.I more or less just wanted to get the conversation rolling. You're perfectly welcome to test yourself and post the results for others to see.Ill bet one gold he either won't or he will and sabotage the results. :P - edited October 4, 2017@LazerusKI.7485 said:
From what i have experienced so far P/P were far stronger than Rifle, no matter what i do, since the energy efficiency is far superior and Unload Burst allready starts at very high numbers (in the first 3-4s i can deal more damage with unload than i can with DJ after 10s)
so..how? where is the secret?He's not using Trickery for the additonal base initiative and the initiative you get from steal, and Lead Attacks. We don't even know if he used Ankle Shots in Critical Strikes to get more damage with pistols. Without those traits, his Unload will run out of initiative quickly, and he will deal less damage with pistols than possible.I'll test my build with double pistol on the same golem today and post the results here. Same power build without mighty infusions, but they add only about 2% damage anyway. There's not even a rotation, just spam Unload and steal when the cooldown is over. - So Deadeye seems to work better with pistols than Daredevil, I can second that now. I could only do 6800 dps with my pistols without buffs, and without using any other skills. I'll still keep my staff hand because rifle + pistols is not a viable option when mobs gang up on you.
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Rats Dps Area Dmg 1
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Rats Dps Area Dmg Locations
I have a Couple Questions regarding Burning damage (mainly from ignite) Im using a Fire Trap as a source of Ignite and i wanna know how some things work. (i think i know but wanna get some confirmation/clarification) Q1. Resistances. Now, as far as i understand it Resistance affects the ignite Twice? Lowers the Initial hit causing the Dot To be less, and the the Dot is lowered if the Target has resistance. Example: (not calculating any penetration yet) the mob has 50% resistance. This would cut all fire damage in half. Your initial hit is 1000. 50% resisted making it a hit of 500 500 dmg then causes a burn for 20% a sec > 100 dps 100 dps burn is then affected by Resistance of 50% making the dot do 50 dps .. RIGHT? Q2. Penetration GEM. The Fire penetration Gem only affects the initial Hit and not the Dot.. Correct? in that case the math would be: (assuming fire penetration gem is 30%) Your initial hit is 1000. 50% resistance is lowered to 20% making your hit 800 800 dmg then Causes a burn for 20% a sec > 160 dps 160 dps burn is then affected by Resistance of 50% making the dot do 80 dps .. RIGHT? Q3. Penetration on the Tree (total 15%) 3 + 2 + 10 (trap) This form of penetration works on all Fire DMG even the Dot? math would be: (using Fire pene Gem 30% and 15% on the tree) Your initial hit is 1000. 50% resistance is lowered to 5% making your hit 950 950 dmg then Causes a burn for 20% a sec > 190 dps 190 dps burn is then affected by Resistance of 35% (50-15) making the dot do 123.5 dps .. Q4. Modifiers OK now that we have Resistance taken care of lets Talk Modifiers. Specifically for Fire Trap. Initial hit is affected by Fire Damage Elemental Damage Spell Damage Trap Damage Area Damage All penetration And the Ignite is affected by Fire Damage Elemental Damage Trap Damage Area Damage Penetration From the Tree increased Burning Damage over Time .. Q5. Concentrated Effect What About Concentrated Effect? It Adds More to the initial hit but does it add Twice for the Burning. Example (conc 60% more) (and no resistances this time) Your Fire trap b4 Concentrated Effect is 1000. Adding Concentrated Effect makes it 1600> that Makes Burn 20% per sec = 320 and Concentrated Effect then increases the Dot by 60% (More) making it 512 dps Q6. General math Finally i would like to confirm that im calculating dmg correctly. Example: You char has a total. Elem dmg = 20 Fire damage = 30 Area Damage = 10 Trap Damage = 15 Spell damage = 50 Burning Damage = 25 Concentrated Effect 60% more and on your Fire Trap GEM you have 1000 (average) Initial hit would be Elem + Fire + Area + Trap + Spell = 125% ( x 2.25 ) Concentrated effect 60% so (x 1.60) ( 1000 * 2.25 ) * 1.60 = 3600 DMG Ignite would be Elem + Fire + Area + Trap + Burning = 100% ( x 2.00 ) Concentrated effect 60% so (x 1.60) 20% of 3600 is 720. (720 * 2.00)* 1.6 = 2304 DPS .. for 4 sec ofc Last edited by Vepar90 on Mar 31, 2015, 11:44:37 PM | Posted by on Mar 31, 2015, 9:31:05 PM |
i know this is a lot of text but .. if you are interested .. Last edited by Vepar90 on Mar 31, 2015, 11:53:21 PM | Posted by on Mar 31, 2015, 11:19:17 PM |
Q1: correct Q2: correct Q3: incorrect, penetration from the tree is the same as on the support gem. Penetration is like poison or bleeding in that it only ever effects on-hit. Q4+5: ignite is effected by fire, elemental, burning and DoT damage. I'm not entirely sure on trap damage. Area damage, including conc effect, will have no effect as ignite is not an area effect. The fire damage over time ground effect of fire trap however is effected by area damage, it is a separate effect to ignite. This also means you can both ignite an enemy with fire trap initial hit AND deal fire damage over time from the ground effect, they do not replace eachother like ignites do. Q6: If you remove area from ignite you'd be correct. Again I'm not totally sure on trap damage, I think it does work but it might not. Hope that helps. IGN: swampassking, yellingman, pisswailer, screamingasshole, crabass, funman, shittingtodeath, hirasawayui Last edited by Wooser69 on Apr 1, 2015, 1:46:33 AM | Posted by Wooser69 on Apr 1, 2015, 1:45:23 AM |
' Exelent. Followup though. For Q3 about penetration im inclined to agree. Not really sure why I thought otherwise, Everywhere its specified that Fire penetration 'gem' doesn't work, no one ever mentioned Penetration on the tree so i just assumed. anyway. As for the Q4,5 and 6. Are u 100% sure about this because according to http://pathofexile.gamepedia.com/Ignite The following modifiers will directly affect the damage of Ignite; note that some of these modifiers apply only to the Ignite whereas some may also apply to the skill that triggered it: Damage over Time modifiers Burning Damage modifiers Damage modifiers Fire Damage modifiers Elemental Damage modifiers Area Damage modifiers if applied by an Area skill Projectile Damage modifiers if applied by a Projectile skill Trap Damage modifiers if applied by a Trap Mine Damage modifiers if applied by a Mine Totem Damage modifiers if applied by a Totem Minion Damage modifiers if applied by a Minion it says that 'Trap Damage modifiers if applied by a Trap' 'Area Damage modifiers if applied by an Area skill' so if you use a trap to Apply the ignite, all Trap mods should work on Ignite aswell. Same goes for Area. Fire Trap is an area skill .. so Area DMG should work with Irnite Last edited by Vepar90 on Apr 1, 2015, 1:59:23 AM | Posted by on Apr 1, 2015, 1:56:10 AM |
I'd trust the wiki then, it's more often than not right. I suppose it is after all just generic damage that requires a specific type of skill like 'projectile damage' nodes do. Have at it! IGN: swampassking, yellingman, pisswailer, screamingasshole, crabass, funman, shittingtodeath, hirasawayui | Posted by Wooser69 on Apr 1, 2015, 3:59:29 AM |