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Angels dmg type 9
Angels dmg type 9









As a rule of thumb, the more elements a spell has, the greater the benefit of +Damage.ĭamage-Over-Time, Channelling, and Area-Of-Effect spells also benefit greatly from +Damage. If a spell does Fire, Dark, and Holy damage, all three receive the flat damage increase, for 3x the total damage increase. If a spell does both Fire and Dark damage, both damage types are buffed by the full amount, for 2x the total damage increase. It applies to each damage instance of that spell separately. +Damage increases the flat damage of a spell.

angels dmg type 9

For example, Wolf, a Nature Conjuration spell, benefits from both the Nature Lord AND Ach Conjurer skills, which can stack to combine their bonuses.Īs a rule of thumb, the more schools a spell is part of, the greater the number of skills that can apply their bonuses. This causes the spell to no longer benefit from any Nature shrines/spells/skills, in exchange for qualifying for all Ice shrines/spells/skills.Īs long as a spell or skill is part of a school, it benefits from ALL spells and skills that modify that school.

angels dmg type 9

For example, modifying Wolf with the Ice Hound upgrade exchanges the Nature school for the Ice school. (This claim is untested) Note that some spells can be modified by upgrades to exchange their initial spell school for a different spell school. For example, the above Death Bolt would receive both the +damage AND the +minion damage to the skeletons it raises. If a shrine modifies multiple attributes of a spell, such as +damage AND +minion damage, it applies to all attributes of the spell that apply. You can’t add a Radius to single-target spells like Death Bolt. For example, +Radius shrines can only be applied to spells that either already have a radius or have an optional upgrade that adds a radius. If a shrine modifies an attribute of a spell, it can only apply if that spell has that attribute in the first place. If you add a new Shrine to a spell, it overwrites the old Shrine effect. Schools that do not have their own damage types: N.ature (Nature is not a damage type, but it’s exclusive Poison damage is) Physical Damage is the default damage type, and is used by many schools. The distinction is important, as some spells deal damage in elements not of their school, such as some Dark Conjuration spells summoning minions that deal Physical damage instead of Dark damage. In Rift Wizard, elements and schools are interchangeable terms, but I usually prefer the term “school” for describing spells and “element” for describing damage types. I sometimes use the term element instead of school. When I refer to spell schools you can use CTRL-F “.” to look up specific schools.

angels dmg type 9

I try to design each section header so that you can use CTRL-F “()” to find what you are looking for. A short guide that collects all the non-obvious knowledge that doesn’t fit in the in-game tooltips.











Angels dmg type 9