Does Embolden Increace My Own Mellee Dmg?

 
Does Embolden Increace My Own Mellee Dmg? Rating: 9,6/10 9172 votes

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Hi
So i started making my own bleed build and i have been wondering about how Bleeds work in accordance with Crimson Dance and Ruthlessness.
So Ruthlessness basiclly makes every third attack double damage or slight more i guess.
So lets say i do 1000 dmg on a normal hit, and thus i do a bleed for 350 dmg. Which i can stack 8 times.
But is it correctly assumed, because bleed is based of the physical hit, that if i used ruthlessness, every third hit would be double damage, and so every third bleed is 700 intsead?
This making the bleed stacks look like this 350 - 350 - 700 - 350 - 350 - 700 - 350 - 350 right?
So if i have increased bleed duration and have a really high attack speed, (this is the really tricky question), then what happends when i have 8 stacks of the above and i keep attack? Does it change out the low bleed (350) for the higher hit bleeds (700) so that it eventually will be only high stack bleeds (because of ruthlessness every third hit is way bigger) ?
Also i have a bonus question.
Through the duelist tree there is alot of increased phys dmg nodes which also has inc ailment damage.
Does this mean that from such a note, my initial hit is bigger, and thus my bleed is bigger. And then afterwards it also calculates the ailment increased on the bleed so that note effectively applies both number?
Last bumped on Aug 10, 2017, 6:41:45 AM
Posted by
on Aug 9, 2017, 8:04:22 AM
'
But is it correctly assumed, because bleed is based of the physical hit, that if i used ruthlessness, every third hit would be double damage, and so every third bleed is 700 intsead?
This is no longer true. Size of the hit has no effect on the size of the bleed. Nodes such as '10% increased damage with melee weapons' does not increase your bleed at all. This is true for all ailments now; poison, ignite and bleed.
'
wrote:
So if i have increased bleed duration and have a really high attack speed, (this is the really tricky question), then what happends when i have 8 stacks of the above and i keep attack? Does it change out the low bleed (350) for the higher hit bleeds (700) so that it eventually will be only high stack bleeds (because of ruthlessness every third hit is way bigger) ?
Internally the game keeps track of all the bleeds inflicted upon enemy and uses the eight biggest ones. This is how it has always been for ignites and bleeds (biggest one counts, but all of them are tracked and time goes down on all of them), so one would assume this mechanic has remained unchanged.
Posted by
on Aug 9, 2017, 8:30:35 AM
I see, but on the wiki it states that bleed is based off of your hit. If that is not the case anymore, then what is it based of? Your hit is definitely bigger when u get increased physical melee dmg. So how is it calculated now, and is bleed build essentially shit now then?
Posted by
on Aug 9, 2017, 6:45:05 PM
'
I see, but on the wiki it states that bleed is based off of your hit. If that is not the case anymore, then what is it based of? Your hit is definitely bigger when u get increased physical melee dmg. So how is it calculated now, and is bleed build essentially shit now then?
That is old info. The wiki is powered by user contributions, not by GGG.
You can think that the ailments and hits each have their separate damage chains that start from the flat damage (ie. weapon damage + flat added damage * skill damage) then those two chains get their increases and multipliers separately.
Say you have a weapon that deals 100 damage, a ring that gives +20 damage and use a skill that deals 150% of weapon damage. Your base damage would thus be:
(100 + 20) * 1.5 = 180
This would be the same for both hits and bleed. Thus per second the bleeding deals 126 damage per second if target is stationary (180 * 0.7) or 378 damage per second if target is moving (180 * 2.1).
'
Mark_GGG wrote:
Bleeidng deals 70% of the applicable (usually physical) base and added damage of the skill, per second, for 5 seconds base duration.
While moving, it Bleeding caused by players deals an additional 140% the the same base damage, per second (total 210%).

So lets put some modifiers.
Say you have 20% increased melee damage and 20% increased damage with melee weapons. As these have both the word melee they are not applicable to ailments,
Thus the hits would now deal 252 damage (180 * 1.4) while the bleeding still does the same.
Now lets add a bleeding modifier of +150% increased damage with bleeding.
This has no effect on the hit obviously, but this increase is only added to the base damage we calculated earlier, thus the new bleeding damage with this modifier against stationary targets is now 315 damage per second (180 * 2.5 * 0.7) or 945 damage per second if the target is moving (180 * 2.5 * 2.1).
So adding flat damage increases both your hits and ailments.
Adding 'increased with melee', 'increased with weapon' etc only increases your hits.
You can think of bleed as having only three keywords 'ailment', 'bleed' and 'physical' anything that increases those will work on bleed (global damage obviously as well hurrdurr).
Anyway, I hope this cleared the confusion.
It took me a while to wrap my head around at start as well.
Last edited by SodanKerjuu on Aug 10, 2017, 6:47:32 AM
Posted by
on Aug 10, 2017, 6:41:45 AM
Increase

The revamped tree has scaling elemental damage on hit, synergies between casting spells and melee attacks, incentives to weave spells in between hits, cool unique abilities, and increased casting ability with the sacrifice of being in melee. Oh yeah and like 4x as much damage. Normal (no-Mana powered skills) is physical and does not gain from it. That being said, Embolden might be worth saving until between strike 2 and 3 of the combo (between En.Zwerchhau and En.Redoublement, which is 470 potency in-combo) just so the stacks don't get too low before your finisher, because that 550 potency on Verholy/Verflare is so big. Bandits are tricky just like your own archers, they're easiest to take out with melee units BUT it may be hard to reach them with melee units due to battlefield terrain. It may be best for you to have both melee and ranged units, just in case.

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  1. Oct 27, 2011  and finaly: you hit your target for 200 (+100) = 300 damage. If you use both style and melee damage you will do 220 (+122) = 342 damage. You first increase your base damage using toa melee damage.
  2. I am looking to start a game with some friends that have never played D&D before. I have DM'd before but only low quality homebrew campaign. I was looking at picking up the campaign Hoard of the Dragon Queen and I was wondering if that has all the info I'll need or if I will also need the Dungeon Master's Guide.