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View Full Version : Conjurers Insignia: Does it work?


ClawHammr
12-22-2005, 10:24 AM
<DIV>I notice this spell Procs a lot  (at least it did before LU1<img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" /> and it says it decreases the Mitigation of Mobs against Fire,Cold and Magic. Will this show up as a higher damage hit for us , or does it just do more damage to the mob without changing the visible number? </DIV> <DIV> </DIV> <DIV>Or, is just broken?</DIV>

Xalmat
12-22-2005, 06:24 PM
Yes, you will do higher damage once Exposed Elements lands if you overcome a monster's innate resists (While mobs do not mitigate spell damage, they still have resist values to determine resist rates and to determine 'extra' damage). You need at least Adept III rank to do so most of the time. In conjunction with a Chaos Imbued hex doll, it can add up to over 10% additional damage.

Magu
12-22-2005, 07:26 PM
Actually no, it doesn't work right at the moment (unless it was fixed in LU18, but the proc bug makes it unable to test) Spells don't do a single extra point of damage with exposed elements active on an enemy. <blockquote>Pet <Player's aery hunter>'s Force of the Elements hits Rarantar for 258 points of heat damage. Pet <Player's aery hunter>'s Force of the Elements hits Rarantar for 258 points of cold damage. Rarantar is exposed to the elements! -snip- (still exposed) Pet <Player's aery hunter>'s Force of the Elements hits Rarantar for 258 points of heat damage. Pet <Player's aery hunter>'s Force of the Elements hits Rarantar for 258 points of cold damage. </blockquote> Both before and after the proc takes effect, zero extra damage. <div></div>

Banditman
12-22-2005, 07:44 PM
That's very odd.  I most definitely notice an increase in damage with my Mystic when I land my Elemental / Poison debuff.

Xalmat
12-22-2005, 08:16 PM
Depends on the rank Magus. I'll check again, but i'm fairly certain Adept III Conjuror's Insignia debuffs enough.

Xalmat
12-22-2005, 08:58 PM
(1135266901)[Thu Dec 22 08:55:01 2005] YOUR Fiery Doom hits a dervish croc hunter for 295 points of heat damage.(1135266909)[Thu Dec 22 08:55:09 2005] YOUR Fiery Doom hits a dervish croc hunter for 66 points of heat damage.(1135266913)[Thu Dec 22 08:55:13 2005] A dervish croc hunter is no longer exposed to the elements.(1135266914)[Thu Dec 22 08:55:14 2005] YOUR Fiery Doom hits a dervish croc hunter for 69 points of heat damage.Pretty conclusive evidence to me that Conjuror's Insignia increases spell damage (do note that "is nno longer exposed to the elements" always appears when the proc lands).

Banditman
12-23-2005, 12:59 AM
It could be that for whatever reason pet damage checks against the base numbers and ignores debuffs.  That's the main difference I see between the compared logs here.

Magu
12-23-2005, 06:30 AM
<div></div><span><blockquote><hr>Xalmat wrote:(1135266901)[Thu Dec 22 08:55:01 2005] YOUR Fiery Doom hits a dervish croc hunter for 295 points of heat damage.(1135266909)[Thu Dec 22 08:55:09 2005] YOUR Fiery Doom hits a dervish croc hunter for 66 points of heat damage.(1135266913)[Thu Dec 22 08:55:13 2005] A dervish croc hunter is no longer exposed to the elements.(1135266914)[Thu Dec 22 08:55:14 2005] YOUR Fiery Doom hits a dervish croc hunter for 69 points of heat damage.Pretty conclusive evidence to me that Conjuror's Insignia increases spell damage (do note that "is nno longer exposed to the elements" always appears when the proc lands).<hr></blockquote>Ok, then the bug is that it does absolutely nothing until you pay for an adept3 or master. The minor difference in debuff shouldn't result in going from zero effect to a few points of damage. e.g. 600 -> 800 or whatever on the debuff should have it do 2 extra points of damage, then 3 more, not 0 -> 3. Edit: the effect should be even more noticable on a larger damage amount, since the percentage debuff the numbers work out to would have more of an impact. Even if adept1 should do 1% extra damage, 1% of 238 is 2.3, so at the least it should've gone up to 240.</span><div></div><p>Message Edited by Magus` on <span class=date_text>12-22-2005</span> <span class=time_text>05:31 PM</span>

Beldin_
12-23-2005, 06:49 AM
Don't know who it works at the moment, however two week ago a mage was really suprised when his ice comet hit suddenly for around 800 damage over max when he was in group with me.

Xalmat
12-23-2005, 08:45 AM
<blockquote><hr>Magus` wrote:Ok, then the bug is that it does absolutely nothing until you pay for an adept3 or master.<hr></blockquote>WRONG. Like I said, you still have to overcome mobs innate resist stats and drive them below zero to increase spell damage. Hex doll + Conjuror's Insignia guarantees it. Any rank below Adept III simply isn't enough to overcome innate resist stats to drive it below zero. That, my friend, while you don't agree with it, is working as intended.And besides, you still get <I>significantly</I> decreased resist rates.

Magu
12-23-2005, 01:04 PM
Edit: I stand corrected. Since I last tested it about a week or two ago, they have fixed it. It previously did nothing, but now it is functional.<p>Message Edited by Magus` on <span class=date_text>12-23-2005</span> <span class=time_text>12:11 AM</span>