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At just 300% skill power, each Ballista you drop can put 540 damage out. They also come with the added utility of drawing aggro, being easy to just drop without needing to find an opening, and with how quickly staff recharges skills, the 20 refresh comes quick. Plus the base 2 charges prevents any wastage.
In my MP games, I'm always top damage for the first 3 worlds - almost doubling anyone else in the first 2 - then end up around the same as any other character in the last 2 so long as I get Ballista and Chakram (even though I'm also passing on every crit and damage orb).
It also fills the skill power niche, which other weapons builds don't care about, enabling a team to better allocate orbs. You can boost another character by giving up on every crit and damage orb, and in turn getting every skill power orb. And aside from just getting Ballista, building it doesn't require any specific relics to be potent, making defensive relics - like Guard Sceptre - easier to pick up, and skipping on shop purchases or reroll drops for other characters.
To put it all into perspective, I'm usually coming to the last stage with 500% skill power, which is 900 damage a cast. Even if I have no refresh relics, I get back 5 refreshes every three hits on a single target (because of the 2 additional with the orbs). Every 12 staff hits I get back a ballista - so I'm effectively doing an additional 75 damage per staff attack on the Ballista alone + another ~40 on the chakram. That's about 30-40 less a hit than what our boosted sword does - but I've also given up on every attack and crit orb, and I'm hitting from ranged.
That's incorrect - its damage is based on your skill power at the time of casting. So if you cast your other skill, then drop Ballista, it'll benefit from surge for it's entire duration. It also has the utility of occasionally taking aggro, which ends up being the best boss utility you can get from a skill.
Balista is also borderline useless against some of the bosses that spend too much time moving out of range or being invulnerable.
Certainly burst will do things that a DoT cannot, but when the DoT is doing double the damage of a burst skill, there's going to be a place for the DoT too.
And Bolts brings no utility, not Ballista. Ballista can block non-piercing projectiles, and will aggro adds.
Plus the skill has by default 3 charges, the lowest refresh (10), it is pretty fast to perfect cast and they can easily destroy distant traps on world 4 (if you ask me that's the definition of utility).
Arcane Bolts have been a great asset during my endless run on doom difficulty.
https://steamcommunity.com/sharedfiles/filedetails/?id=3009249324
I wouldn't say the same about Ballista, that skill (in my opinion) has always been a waste of skill slot.
It's utility is the burst but also if you get freeze on perfect cast it lets you freeze a wider group of targets.
Additionally, it seems balista only hits 14 times, not 15. So it's 168 damage per 20 refresh vs the 100 burst from 20 refresh worth of arcane bolts. Chakram hits a single target 6 times dealing 18-16-14-13-12-11 = 84 damage, which is exactly half of balista's. It's a little worst per refresh but the damage comes out faster and is more easily focused.
The numbers favor the shorter ones a bit more when using staff assuming you use orb on cast as that refreshes 1 per cast for both spells so the more often you cast, the more refresh the orb gives.
Also, I don't know if this is a training room bug or something, but both balista and chakram crit occasionally on the training dummy without general's saber. That is a point in balista's favor if you can get crit refresh but not crit skills. Of course, then you need to take the crit gems.
But bolt's base damage is 8 a piece. Chakram also has less base than what you put - it looks like its 15, 14, 13, 11, 10, 9 for 70.
Basically: as high as it's total value is, this is also one of the few spells that can not only be denied it's full value, but can have this done to it with consistency, resulting in the opportunity cost born of it's enormous refresh requirement to be considerably larger than with most other spells.
I'm also not sure if the devs would give it many buffs which would change the general consensus on it given that their balance method generally favors aggressive plays over defensive ones, and balista is one of the most passive and defensive spells in the game almost entirely due to it's immobility and spawn position being where the player's standing.
This is a hilarious take. It naturally expires after around 10 seconds, which is probably why you think it has 20 health. I don't know how much health it does have - but I just ran a quick game, and it took somewhere around 7 hits from a gold Vanguard before it naturally expired; that's around 140 damage. It's certainly a hell of a lot higher than 20. It also appears to get some invincibility post-hit, so it can't be nuked that quickly.
I haven't actually noticed it dying naturally from damage before - presumably it can, as it indicates when it gets hit - but not before getting most the value out.
As for being denied it's full value - refresh against refresh, it only needs to get half its shots off before breaking even with the next highest damage spell. If it gets all, it's doubling. That ends up being a hell of a lot damage at 500% skill power.
Edit: I turned damage up to 300%, and it took 5 hits from a Rakkid without dying, which is 225 damage.
With slayer active, my numbers were correct. Presumably you run giant slayer instead and are thus having the same issue against bosses. This is bizarre and really helps me realize we need a lot more transparency on "bonus damage" from effects. Confidence DOES increase weapon damage by the correct amount but both slayer and confidence specify "bonus damage" exactly the same way even though they work differently.
Adding in the 20% skill damage does correctly scale all 3 spells and it stacks multiplicatively for the slayer bonus.
Considering how weak balista is against some bosses, I feel like running regular slayer is the play. Still though, I need to do a crit refresh run with both chakram and balista and NOT take general saber since I've seen them both crit in without it.
It does crit at the same rate as your critical BUT it does not proc on crit effects at all. This means crit refresh isn't procced, crit healing isn't procced, presumably volt claw as well although I don't have that one this run yet. I've also frustratingly not been able to find chakram this run. Will probably have to loop.
Balista DOES benefit from harvest scythe doing roughly double damage. Balista kills DO stack supreme ambition.
Already known but balista DOES proc on spell effects like freeze on perfect skill and poison.
The balista also appears to be invincible. I've seen it take many hits. It CAN be bound by green or purple spell orbs in world 3 which will cause it to not attack for about 5 seconds.
This run has been pure pain. Phantom took like 6 minutes. It just did not want to get hit by the balista.
Other useful information but the "20% skill damage" staff skill is just a flat 20, it's not multiplicative at all making that option basically worthless. For me now staff clearly wants extra charge on first skill, orb on skill, and 15% faster perfect charge. MAYBE take the melee and melee orb ones if you don't plan to get extra refresh.
EDIT: Actually I think it may proc volt claw. My guess is that it functions as a player with a clone of your items. So it might be proccing on crit effects, but it's proccing them for itself. Crit healing and refresh would be healing itself by 1 and refreshing it's own skills (which it doesn't have). That would mean volt claw would proc. It doesn't inherit the players ember upgrades either. The only real surprise is that it still stacks your supreme ambition instead of stacking it's own supreme ambition but maybe thats a hardcoded exception.