This explains so much about why cleric feels do good to play opposed to fighter, i as a cleric otp hope more people don't find this out yet still hope you grow as a channel. Thanks algorithm for this (divine) blessing going forward and lets hold the line.
anyone with half a brain would have noticed the huge jump in quality of life between not having prot from evil and having it how this is news to anyone with over 5 hours of playtime is beyond me
Thank you so much for doing this kind of research. It helps give transparency to all of the community who seek to understand the inner workings of the vague stats of dark and darker. You remind me of a TH-camr I watch that’s goes into deep mathematical analysis in Age of empires named Spirit of the Law, keep up the great work man. P.S. can you do a video that explains what strength/true physical/physical power do? 👀
thanks for clearing this up! i argued alot over this and people looked at me like i was crazy and told me that it would not make sense in that way. i told em dude just read what the debuff duration says. i think almost all enchantments on gear will effect only yourself like (+3 Magical Healing) that doesnt mean you pump out more healing, no it means that you receive an extra +3 when you GET healed. you dont wanna know how often i had to tell my mates dude i dont want that stat on my gear, this stat would be better on you when i heal you xD
Hey, In the downtime I wanted to make check the loot values for different mobs,however due to the variety of loot tables affecting the loot rarity average, I was unable to grasp the full extent of loot drops viability, I would love to see a break down on a comprehensible guide advising which mobs are the best for specific gear in each of the rarities.
Damn, I knew rogues crappy will stat made goblins poison hurt more, but I didn't realize it worked like that. Also I had occasionally picked debuff duration gear on rogue to buff my rupture, but apparently all I was doing was making my enemies stronger 💀 I'll definitely be avoiding poison/rupture builds unless it gets significantly overhauled now.
Aye. Also, the hotfix where they changed something about Locust Swarm's damage, they did something that made it so poison no longer does a minimum of 1 damage per tick. Not sure if that was an intended change, but it certainly hurts the PvP viability of the perk. PvE it's still pretty good because you can still stack it pretty high/consistently.
Interesting fact, is that the Lich boss's curses are debuffs that deal damage when they expire. That means that if your debuff duration is very negative, like in this example the cleric with the protection from evil perk, that is actually a bad thing for the Lich boss fight because you will have less time to react to the curse before it explodes on you, for example if you wanted to dispell it.
Amazing video as always. I noticed the DoT on Zap being negated by clerics in PT4 which is a significant portion of the damage; but I hadn't considered rupture or the slow when hit. I also had no idea that the debuff duration roll on gear was actually a detrimental effect, good find! I hope they fix this soon. I surmised that Cleric would be the new main tank in PT5, taking the place of fighter or barb because of the new gear available (hounskull/cloaks), high base Will/MR, and access to perks such as holy aura (+15 AR), Perseverance, and protection from evil. I was able to reach close to 80% phys DR on my cleric and basically became unkillable. Zaps would be negated, fireballs basically didn't scratch me (because no DoT damage) and rogues would always rush the "squishy support cleric" and find out that their weak point attack didn't last long enough for them to negate my phys DR and kill me. Ironically the thing that did end up killing me was another cleric with judgement after I got caught in a 1v6 and whittled down. While Cleric does have pretty high base MR, it's still only around 15-20% when wearing plate. Anything that does direct magic damage such as judgement or magic missile is still very threatening; but at the end of the day it's much better than fighter dying to 1-2 zaps. Ironic that 50% debuff duration actually makes you tankier against wizards than barb's 100 MR perk.
If a incoming spell like the fireball afterburn hits you, will the debuff duration speed up the damage aswell, or does it just decrease the number of tics? Say fireball afterburn does 10 dmg total over 3 sec, does debuff duration make the 10 dmg apply over say 1,5 sec instead, or is also the total damage decreased?
The way it worked when I last played was as follows: The damage/tick only cares about the base duration. If it's 10 damage with base 2 second duration, then it would deal 5 damage per tick by default, for 10 damage total. But, if the victim has a debuff duration stat that changes the duration by a full second, it would increase/decrease the total damage. If you reduced the duration to 1 second, you'd take 5 damage total, and if you increased the duration to 3 seconds, you'd take 15 damage total.
MB im missing something but feel like its dumb to say but if its dealing fixed damage that is then effected by the debuff duration your taking less damage for specking into will or all stat. why would it not reduce damage further, that damage is been negated through cancelling the ticks. Idk if im missing something but seems like a logical system to me.
Probably, though it depends on if I can draw anything interesting from them. There's less data provided this time around, which will hurt any potential analysis.
No. You just don't get ticked for anything that doesn't last for a full second interval. The damage per tick and base duration are determined before your debuff duration. The total duration (and thus number of added or lost ticks) is then determined by your own debuff duration.
+% buff duration increases how long BUFFS last on YOU. so if a wizard has +10% buff duration is 5s invis will last 5.5s Keep in mind it only applies to yourself
We have no way to test it now but according to the wiki even Will adds debuff duration, maybe that means + debuff duration actually mean - debuff duration, i think it makes more sense. Are here any proof it works like that?
@@kanohn1487 I've tested ingame. Will decreases it (as seen with the difference between Rogue, Fighter, and Cleric's default Debuff Duration stat). During the test, I equipped a piece of gear to see what it did, and it added rather than subtracted. (I thought I saved footage of me doing that, but I couldn't find it while making this video, otherwise I would've shown it happening.)
The reduced on-hit slowdown is crazy. Thanks for the video.
I had no idea the debuff duration stat was bugged, thank you for clearing that up
This explains so much about why cleric feels do good to play opposed to fighter, i as a cleric otp hope more people don't find this out yet still hope you grow as a channel. Thanks algorithm for this (divine) blessing going forward and lets hold the line.
anyone with half a brain would have noticed the huge jump in quality of life between not having prot from evil and having it
how this is news to anyone with over 5 hours of playtime is beyond me
Amazing vid. The math of DaD is so underrated, thankyou!
Brilliant insight thank you i was unaware that +debuff duration is actually a negative duely noted for when/if game comes out
astounding work, this shall research will be added to the Great Library
Thank you so much for doing this kind of research. It helps give transparency to all of the community who seek to understand the inner workings of the vague stats of dark and darker. You remind me of a TH-camr I watch that’s goes into deep mathematical analysis in Age of empires named Spirit of the Law, keep up the great work man.
P.S. can you do a video that explains what strength/true physical/physical power do? 👀
Your videos are genius keep uploading and your channel will go bonkers
thanks for clearing this up!
i argued alot over this and people looked at me like i was crazy and told me that it would not make sense in that way.
i told em dude just read what the debuff duration says.
i think almost all enchantments on gear will effect only yourself like (+3 Magical Healing) that doesnt mean you pump out more healing, no it means that you receive an extra +3 when you GET healed. you dont wanna know how often i had to tell my mates dude i dont want that stat on my gear, this stat would be better on you when i heal you xD
This is useful information, thanks! I did notice that I recovered from francisca axe slowdown a lot faster with protection from evil equipped.
thank you for always making informative videos. i cant wait tell they release the stats on this last playtest and your coverage on it
Bout to make the best anti rogue build with this knowledge. Thanks!
Man this is great info
sick info did wonder why it felt really hard to get away as rogue if I overstepped at times.
Hey, In the downtime I wanted to make check the loot values for different mobs,however due to the variety of loot tables affecting the loot rarity average, I was unable to grasp the full extent of loot drops viability, I would love to see a break down on a comprehensible guide advising which mobs are the best for specific gear in each of the rarities.
Check the wiki for datamined loottables. They may be old but little reason to believe they would have been changed much.
Damn, I knew rogues crappy will stat made goblins poison hurt more, but I didn't realize it worked like that. Also I had occasionally picked debuff duration gear on rogue to buff my rupture, but apparently all I was doing was making my enemies stronger 💀 I'll definitely be avoiding poison/rupture builds unless it gets significantly overhauled now.
Aye. Also, the hotfix where they changed something about Locust Swarm's damage, they did something that made it so poison no longer does a minimum of 1 damage per tick. Not sure if that was an intended change, but it certainly hurts the PvP viability of the perk. PvE it's still pretty good because you can still stack it pretty high/consistently.
Interesting fact, is that the Lich boss's curses are debuffs that deal damage when they expire. That means that if your debuff duration is very negative, like in this example the cleric with the protection from evil perk, that is actually a bad thing for the Lich boss fight because you will have less time to react to the curse before it explodes on you, for example if you wanted to dispell it.
It also makes it heal less since it heals you over time after it does the big damage
Amazing video as always. I noticed the DoT on Zap being negated by clerics in PT4 which is a significant portion of the damage; but I hadn't considered rupture or the slow when hit. I also had no idea that the debuff duration roll on gear was actually a detrimental effect, good find! I hope they fix this soon.
I surmised that Cleric would be the new main tank in PT5, taking the place of fighter or barb because of the new gear available (hounskull/cloaks), high base Will/MR, and access to perks such as holy aura (+15 AR), Perseverance, and protection from evil. I was able to reach close to 80% phys DR on my cleric and basically became unkillable. Zaps would be negated, fireballs basically didn't scratch me (because no DoT damage) and rogues would always rush the "squishy support cleric" and find out that their weak point attack didn't last long enough for them to negate my phys DR and kill me.
Ironically the thing that did end up killing me was another cleric with judgement after I got caught in a 1v6 and whittled down. While Cleric does have pretty high base MR, it's still only around 15-20% when wearing plate. Anything that does direct magic damage such as judgement or magic missile is still very threatening; but at the end of the day it's much better than fighter dying to 1-2 zaps.
Ironic that 50% debuff duration actually makes you tankier against wizards than barb's 100 MR perk.
Great video. Any idea how perseverance from the cleric works vs warlock curses
any analysis of the new playtest data?
does this still work this way?
If a incoming spell like the fireball afterburn hits you, will the debuff duration speed up the damage aswell, or does it just decrease the number of tics? Say fireball afterburn does 10 dmg total over 3 sec, does debuff duration make the 10 dmg apply over say 1,5 sec instead, or is also the total damage decreased?
The way it worked when I last played was as follows:
The damage/tick only cares about the base duration. If it's 10 damage with base 2 second duration, then it would deal 5 damage per tick by default, for 10 damage total. But, if the victim has a debuff duration stat that changes the duration by a full second, it would increase/decrease the total damage. If you reduced the duration to 1 second, you'd take 5 damage total, and if you increased the duration to 3 seconds, you'd take 15 damage total.
MB im missing something but feel like its dumb to say but if its dealing fixed damage that is then effected by the debuff duration your taking less damage for specking into will or all stat. why would it not reduce damage further, that damage is been negated through cancelling the ticks. Idk if im missing something but seems like a logical system to me.
It is a logical system, yes, but chances are most players hadn't considered the possibility.
seems like you discovered a bug, I hope they fix it so it's at least consistent
PT5 data just dropped. Do you think you’ll do a breakdown for this one, too?
Probably, though it depends on if I can draw anything interesting from them. There's less data provided this time around, which will hurt any potential analysis.
Sorry but this is incorrect information. the Debuff Duration Bonus stat does not increase the time that debuffs last on you.
Does it mean -debuff duration actually increase dmg per tick? like 50 dmg over 5 tick or 3 tick.
No. You just don't get ticked for anything that doesn't last for a full second interval. The damage per tick and base duration are determined before your debuff duration. The total duration (and thus number of added or lost ticks) is then determined by your own debuff duration.
Doesn't the +% debuff duration affects the duration of debuff you inflict on the enemies? It doesn't make sense to have a roll wich makes you weaker
+% buff duration increases how long BUFFS last on YOU.
so if a wizard has +10% buff duration is 5s invis will last 5.5s
Keep in mind it only applies to yourself
@@leonidrex3499 i meant debuff duration mb
That was answered in the first 15 seconds of the video.
We have no way to test it now but according to the wiki even Will adds debuff duration, maybe that means + debuff duration actually mean - debuff duration, i think it makes more sense.
Are here any proof it works like that?
@@kanohn1487 I've tested ingame. Will decreases it (as seen with the difference between Rogue, Fighter, and Cleric's default Debuff Duration stat). During the test, I equipped a piece of gear to see what it did, and it added rather than subtracted. (I thought I saved footage of me doing that, but I couldn't find it while making this video, otherwise I would've shown it happening.)