I wanted to leave this to someone else. There's already too much of myself here, after all.
But now, I have more time, so let's go:
which is the technical difference between stunning the enemy for the turn (not applying the debuff for 1 turn) or interrupting the turn? Basically what changes from kick
and interrupting jolt
The description of Kick
is poorly written. Both abilities work as interrupts, affecting only the current round unlike classic stuns.
how does multiple hit abilities behave with respect of hit chance? From an upper reply it seems like that an ability which hits 1-2 times (quills
) is not a bare 50% roll of hitting 1 or 2 times but two independent rolls made with 100% hit chance and 50% hit chance. If that's the case is the second chance roll modified indipendently (from buffs/debuffs)?
That applies only to Flurry
, actually, what's one of the greatest mysteries of the pet battles.
As far as I know the accuracy buffs used to "boost" it (making it more effective, that is). That, however, doesn't have to apply to other moves that just roll the number of attacks between "less" and "more". On the other hand, I know about a part of initial Bone Barrage
(not a DoT) hitting even after Blinding Poison
. Some multi-hit abilities have been affected separately to boost only the first part.
Jackozzo wrote:this is most to have confirmation of this, abilities which state to all enemy pets (vs split among enemy pets) just apply the same damage to all pets with a single hit roll or indipendent hit rolls?
The hit chance is independent (can I correct your typo? ^^) for each strike.
do effects which affect the whole team (eg flame jet
) hit also if the main damage misses?
From all abilities, did you have to mention just THAT one?
I have dueled for half a hour to check that, and the results are very curious, sadly I couldn't save the logs.
Other abilities, such as Flamethrower
, can't apply effects if the main damage misses or is blocked.
BTW: A delayed damage effect that is appropriately described as affecting "current enemy pet", "front pet" etc -- such as Geyser
or Ice Tomb
-- can be placed upon the battlefield even if the active pet is dodging attacks.
I see that many abilities which have a conditional effect that increases damage (takedown
) don't apply a higher amount but are shown as two different applications of damage in the game. Is this the general rule?
Some are, some not. Light
or Early Advantage
are split, aswell as all Alpha Strike
type attacks. However, Sneak Attack
, Deep Burn
or Predatory Strike
BTW: Attacks that deal additional damage when user has lower health, such as two mentioned above, are boosted only if the first part doesn't manage to change that status. Crits and damage increases can make a disservice in these cases.
Jackozzo wrote:How they behave with respect to ability which enhances raw damage (not by %)? In general is every single different number you see when damaging something influenced by raw damage increases/reductions?
Each strike is affected, so what is double for EA stays double etc. Ikky
or Zandalari raptors LOVE this (okay, not that kind of ability, but you get it).
Jackozzo wrote:are dots influenced by passive bonus on pet/team that used them, or is their damage calculated on application and there stays?
As long as the racial bonus is up, the DoT is buffed, but then the bonus expires. Beasts' bonus is up even if the pet dies, so this one stays actually, but dragonkin have it whenever they fill the conditions (unless the pet is dead -- then the buff doesn't reappear). For undeads, see the thread linked before.
Jackozzo wrote:are percentage bonuses calculated always starting from the base value or on successive applications? Just to give an example, if base speed is Y, and we have a +50% bonus and a -25% is it calculated as (1.0 + 0.5 - 0.25)*Y or as (Y * 1.5) * 0.75?
They are additive; what you've been told during the Math lessons doesn't apply here and your first example is correct. Tested even such curious cases as Screech
on flying pets. Note that exactly this make the Howl
debuffs such popular against elite pets, as your damage output jumps from 0,5 of normal value to 1,5.
I don't want to sound rude, but really, haven't you seen some of these things before? Lucky Yi seems to be a good target for testing, with his big health pool, decent healing and a relatively low DPR.
Or Dor the Wall, last pet of Hyuna.
Quite a list of annoying doubts, the good thing is that this could help writing a good mechanics FAQ in addition to helping me
That's what motivates me to keep posting. ❤ However, as you can see, not always I'm sure about everything!
EDIT: Curse of Doom
is technically not a DoT (though it might have been it at the very beginning), just a delayed effect of a separate category.
H/H Unborn Val'kyr = 592 damage without racial modifiers:
Curse of Doom deals 390 damage to enemy Softshell Snapling (Weak).
(Strange. This isn't 66,(6)% but a bit less, even considering rounding. Blah blah blah)
If it had been kept as a DoT, perhaps it would've dealt mere 94 damage because of aquatic racial (remember, that stuff is subtractive)!
EDIT2, DYK: When a creature affected by Brittle Webbing
casts Cocoon Strike
, the webbing damage precedes application of the cocoon. I mean, it isn't blocked.
DYK2 (some know): Dive
etc protect the pet from Brittle Webbing
or Heat Up
procs even during the emerging round.