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(((BEWD+TEWD)/2)x0.60) = Total Damage of full duration deep wounds 3/3 |
(((BEWD+TEWD)/2)x0.60) = Total Damage of full duration deep wounds 3/3 |
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+ | |||
(((BEWD+TEWD)/2)x0.40) = Total Damage of full duration deep wounds 2/3 |
(((BEWD+TEWD)/2)x0.40) = Total Damage of full duration deep wounds 2/3 |
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+ | |||
(((BEWD+TEWD)/2)x0.20) = Total Damage of full duration deep wounds 1/3 |
(((BEWD+TEWD)/2)x0.20) = Total Damage of full duration deep wounds 1/3 |
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Where: |
Where: |
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BEWD = Bottom end weapon damage |
BEWD = Bottom end weapon damage |
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+ | |||
TEWD = Top end weapon damage |
TEWD = Top end weapon damage |
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Deep wounds is effected by damage modifiers such as |
Deep wounds is effected by damage modifiers such as |
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Enrage - (((BEWD+TEWD)/2) x 1.25 |
Enrage - (((BEWD+TEWD)/2) x 1.25 |
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+ | |||
Deathwish - (((BEWD+TEWD)/2) x 1.20 |
Deathwish - (((BEWD+TEWD)/2) x 1.20 |
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etc |
etc |
Revision as of 16:59, 4 February 2008
Overview
No matter how pure or noble the warrior, and how principled the code of conduct, rare indeed is the professional fighter who, upon burying the weapon in the enemy's flesh, can resist the urge to twist...
Functionality
Deep Wounds causes the warrior's Critical Hits to also cause a damage over time Bleed effect.
It is a passive Arms talent, and triggers automatically whenever the Warrior causes a Critical Hit, causing a percentage of base weapon damage, over 12 seconds.
Prequisites: Arms 10.
Rank | Effect |
---|---|
Rank 1/3 | 20% Damage |
Rank 2/3 | 40% Damage |
Rank 3/3 | 60% Damage |
Deep wounds is worked out at:
(((BEWD+TEWD)/2)x0.60) = Total Damage of full duration deep wounds 3/3
(((BEWD+TEWD)/2)x0.40) = Total Damage of full duration deep wounds 2/3
(((BEWD+TEWD)/2)x0.20) = Total Damage of full duration deep wounds 1/3
Where: BEWD = Bottom end weapon damage
TEWD = Top end weapon damage
Deep wounds is effected by damage modifiers such as Enrage - (((BEWD+TEWD)/2) x 1.25
Deathwish - (((BEWD+TEWD)/2) x 1.20 etc
Notes
A handy addition to any Arms/Fury Critical oriented build - 60% of base weapon damage is not huge, but all adds up, and costs no extra Rage.
Deep Wounds stacks with [Rend], allowing both at once. Like [Rend], creatures who have no 'blood' are immune to this as well. This includes Elementals, Mechanicals and the like.
Deep Wounds is not as effective if you have a high critical hit rate, because every time you land a critical blow the timer on Deep Wounds resets and not all of the damage gets done. Deep Wounds does not stack with itself like [Sunder Armor]. However, slow two-hander builds suffer less from this than faster weapon builds because the longer time between Critical Strikes means less wasted damage if the effect resets.
Deep Wounds can be rather annoying as it breaks the cowering effect of intimidating shout. However, it keeps rogues from stealthing away without the need to rend and can finish off a mage that resumed kiting you with 2% hp left. It's worth taking, even if only to get impale.
Requires an equipped Melee Weapon.
Go to Warrior Talents
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