I get it, trials are considered the benchmark for endgame.
But when I want to tackle DLC vet dungeons, these builds often don't really seem applicable.
Boss fights are much shorter, diminishing the importance of executes/Bloodthirsty. Amount of group support and available buffs is much, much lower, especially things like Warhorn uptime, which calls into question how effective a focus on crit (e.g. Mother's Sorrow) is here. Single-target fights are usually the exception, which makes some meta-sets like Relequen less useful. Healers aren't really that important, but how to best build for self-heal or off-heal as a DD/tank? And how flexible do you have to be when running in PUGs?
Suffice it to say, the challenges are a bit different. And while most trial players probably breeze through vet dungeons anyhow, I'd really like to have some resources on builds and setups especially made for that content - including group compositions of 3 DDs.
Does anyone have some pointers, or builds they'd like to share?
But when I want to tackle DLC vet dungeons, these builds often don't really seem applicable.
Boss fights are much shorter, diminishing the importance of executes/Bloodthirsty. Amount of group support and available buffs is much, much lower, especially things like Warhorn uptime, which calls into question how effective a focus on crit (e.g. Mother's Sorrow) is here. Single-target fights are usually the exception, which makes some meta-sets like Relequen less useful. Healers aren't really that important, but how to best build for self-heal or off-heal as a DD/tank? And how flexible do you have to be when running in PUGs?
Suffice it to say, the challenges are a bit different. And while most trial players probably breeze through vet dungeons anyhow, I'd really like to have some resources on builds and setups especially made for that content - including group compositions of 3 DDs.
Does anyone have some pointers, or builds they'd like to share?
Ark Targeting Dummy Reading 0 Dmg 1
- For a level 70 enemy, X = 10557.5. So a player with 10557.5 armor attacking a level 70 enemy would be able to take 100% more damage. A player with 31672.5 armor would be able to take 300% more damage than a player with 0 armor (which is the maximum). External links Edit.
- How to get an accurate reading on damage with training dummies? I just switched from a server that has floating dmg text enabled, to a server that doesnt, and the admin doesnt want it on (no idea why) so I tried a training dummy and it seems to have inflated numbers that are not accurate what so ever, how do I get a good reading of the dmg i am.
Dec 21, 2017 Good set to pair with automaton for stam sorc? (should be nirn/poison + precise/weapon dmg on daggers, stam on body) Spriggans - 3 jewelry, 2 body (weapon damage enchants on jewelry, stam on body). The target dummy test, you're saying I'll do more damage against the target dummy and less in a raid? Reading between the lines,.
Ark Targeting Dummy Reading 0 Dmg Download
I am dual wielding and I run an infused main hand weapon. I noticed after the recent patch that when using Flying Blade (Hidden Blade) - this ability no longer procs the enchantment from the main hand if the weapon is infused.
If I swap in a non-infused weapon, say a precise sword with poison enchantment, then Flying Blade procs the enchantment; I also tested with using a nirnhoned sword with oblivion damage enchant.
The issue is related to the infused trait and/or Flying Blade. If anyone else can test, I would appreciate it. Here is how to reproduce.
1. Make sure you are dual wielding. Make sure you have Flying Blade slotted. Make sure you have an enchanted infused sword in the main hand and some other non-infused enchanted sword in the off hand.
2. Make sure you have a combat parser addon or just observe the buff/debuffs.
3. Attack a dummy or NPC with Flying Blade. If the main hand is an infused weapon, then you should notice the enchantment does not proc.
4. To fully replicate my setup, you will need Flying Blade, Main Hand = TBS, 1h sword, infused, add damage enchantment - off hand TBS, 1h sword, nirnhoned, oblivion damage enchantment; other combinations of enchantments such as poison and disease were also used and the results were the same: Flying Blade No Longer Procs Main Hand Enchantment if Weapon is Infused.
If I swap in a non-infused weapon, say a precise sword with poison enchantment, then Flying Blade procs the enchantment; I also tested with using a nirnhoned sword with oblivion damage enchant.
The issue is related to the infused trait and/or Flying Blade. If anyone else can test, I would appreciate it. Here is how to reproduce.
1. Make sure you are dual wielding. Make sure you have Flying Blade slotted. Make sure you have an enchanted infused sword in the main hand and some other non-infused enchanted sword in the off hand.
2. Make sure you have a combat parser addon or just observe the buff/debuffs.
3. Attack a dummy or NPC with Flying Blade. If the main hand is an infused weapon, then you should notice the enchantment does not proc.
4. To fully replicate my setup, you will need Flying Blade, Main Hand = TBS, 1h sword, infused, add damage enchantment - off hand TBS, 1h sword, nirnhoned, oblivion damage enchantment; other combinations of enchantments such as poison and disease were also used and the results were the same: Flying Blade No Longer Procs Main Hand Enchantment if Weapon is Infused.