Difference between revisions of "User:Waterbeat/Fang of vog"
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* The self-fire ticks will reset your charge time meter to half, so timing it right can speed up charge time, but timing it wrong can slow you down. | * The self-fire ticks will reset your charge time meter to half, so timing it right can speed up charge time, but timing it wrong can slow you down. | ||
* Fire ticks can be avoided by dashing at the right time. | * Fire ticks can be avoided by dashing at the right time. | ||
− | * Multiple charges in quick succession can overwrite the previous fire timer, resulting in fewer fire ticks per charge. | + | * Multiple charges in quick succession can overwrite the previous fire timer, resulting in fewer fire ticks per charge. The first tick is unavoidable, the 2nd tick will hit before the charge completes, but the 3rd tick will be replaced by the 2nd charge's self-fire (if it triggers). |
* Self-fire can help to prevent the freeze status. | * Self-fire can help to prevent the freeze status. | ||
* Damage bonus against monster family (UV/Ability/Perk) is useful to avoid increasing damage from self-inflicted fire. | * Damage bonus against monster family (UV/Ability/Perk) is useful to avoid increasing damage from self-inflicted fire. |
Latest revision as of 13:18, 26 December 2019
Some tips:
- The self-fire ticks will reset your charge time meter to half, so timing it right can speed up charge time, but timing it wrong can slow you down.
- Fire ticks can be avoided by dashing at the right time.
- Multiple charges in quick succession can overwrite the previous fire timer, resulting in fewer fire ticks per charge. The first tick is unavoidable, the 2nd tick will hit before the charge completes, but the 3rd tick will be replaced by the 2nd charge's self-fire (if it triggers).
- Self-fire can help to prevent the freeze status.
- Damage bonus against monster family (UV/Ability/Perk) is useful to avoid increasing damage from self-inflicted fire.
Fire damage to player
Measured in T3 training hall (d23)
Dmg/tick (hp) | Dmg+0 | Dmg+1 | Dmg+2 | Dmg+3 | Dmg+4 | Dmg+5 | Dmg+6 |
+10 | 1.4567 | 1.5732 | 1.68 | 1.80 | |||
+9 | 1.75 | 1.86 | |||||
+8 | 1.732 | 1.86 | 1.98 | ||||
+7 | 1.7142857 | 1.86 | 1.98 | 2.125 | |||
+6 | 2.25 | ||||||
+5 | 2.16 | 2.3 | 2.375 | ||||
+4 | 2.4 |
Total dmg (hp) | Dmg+0 | Dmg+1 | Dmg+2 | Dmg+3 | Dmg+4 | Dmg+5 | Dmg+6 |
+10 | 4.37 | 4.72 | 5.04 | 5.40 | |||
+9 | 5.25 | 5.58 | |||||
+8 | 5.196 | 5.58 | 5.94 | ||||
+7 | 5.142857 | 5.58 | 5.94 | 6.375 | |||
+6 | 6.75 | ||||||
+5 | 8.64 | 9.2 | 9.5 | ||||
+4 | 9.6 |
Duration | Ticks | |
+10 | 4 | 3 |
+9 | 4 | 3 |
+8 | 5 | 3 |
+7 | 5 | 3 |
+6 | 5 | 3 |
+5 | 5 | 4 |
+4 | 6 | 4 |
+3 | 6 | 4 |
+2 | 7 | 4 |
+1 | 7 | 4 |
+0 | 8 | 5 |
-1 | 8 | 5 |
-2 | 9 | 5 |
-3 | 9 | 6 |
-4 | 9 | 6 |
Fang of Vog Damage
Loadout ideas
- The main monster families to fight are Undead, Construct and Slimes. Devilites are probably better dealt with using other weapons, but other Fiends make good targets, especially Trojans which are often present in Undead levels. Next are Gremlins, because they are often paired with Constructs. Beasts are the least important type to cover.
- Useful Trinkets: Penta (+6 hp), Somn Totem (+1 MSI), Grand Solstice Ring (+1 fire, +4 hp, +1 freeze), Daybreaker Band (+1 hp, +1 ctr, +1 slime), Soaking Wetstone Pendant (+2 fire), Sword Focus, Slash Module
- Pet perks: Hot-Blooded, Swift Steps, Monster damage bonus
- BKC Fire max + BKR Fire max + Grand Solstice Rings gets to +6 fire resist which is the breakpoint to get to 3 fire ticks. Dashing to avoid 1 of the 3 ticks per charge can probably make it work.
- BKC + Vog cub coat Fire max + GSR's = +8 fire. A high monster UV on the FoV can combine with a pet perk to get max damage against 2 monster families.
- Volc demo, volc salamander, volc plate mail, vog cub, fallen set and divine veil with a fire max UV (= +8) can be combined with a BK piece to get to +6, with a fire max on BK it gets to +10.
- Snarbolax, Skolver, Virulisk, Silvermail, Deadshot can be used when they have a fire max UV.