Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
http://steamcommunity.com/sharedfiles/filedetails/?id=1324975118
Activating things like Flame Touched doesn't affect the base damage; it's still showing numbers in the upper 400s and lower 500s coming off the taget dummies. However, when I do activate all buffs, there is a large increase in the frequency of critical hit effects, with significant increases in damage.
When I see numbers like 1300% increase to fire damage, I'm imagining base damage multiplied by 13. However, I am aware that things in GD don't always follow that sort of logic, and I'm not good with esoteric math calculations. So perhaps someone better versed in the machanics could explain what is going on.
The only way yours could show 500+ is if all %Damage effects are calculated into the tooltip.
You can even trace it.
It shows 487 damage. You have about 1300% Fire damage. thats 13 times base damage.
Now 487 divided by 13 is 37.46
Which checks about out what grimtools says the base damage should be.
Mind you, with rifle fire thrown in and Deadly Aim proccing, the dmage gets a lot better. I guess I'll just have to experiment a bit and see what gives best results.
Aura of Censure shouldnt be the picked because of its damage. It's other stats are way more valuable:
Reduced Targets Damage
Reduced Elemental Res (33% at max investment)
Chance to disrupt skills
Also the damage is not that horrible for a passive aura.
In comparison:
Bursting rounds base damage at 5 points is:
31 phys and 44 fire and 10% additional Weapon damage.
You are forgetting that you also reduce enemy elemental resistance which also increases your damage overall. I would probly actually max this skill if I go heavy for fire damage. From my experience flat damage on auras tend to pump up my dps significantly tbh. Plus its aura, you dont have to use it actively. Damage is there on every attack you do, steady and constant, thats why its good.
Within the aura's range.
+0% bonus damage on 10 damage would deal 10 damage or 1x
+100% bonus damage on 10 damage would deal 20 damage or 2x
+1300% bonus damage on 10 damage would deal 140 damage or 14x
Anyways, everything else is spot on. Like I said, a minor correction to help people calculate dps (also don't forget about spirit/cunning bonuses for DPS calculations, they seem to not be included in the damage tab).
The problem is that I am trying to keep the enemy as far away as possible. I start engaging them at max rifle range. Hopefully, few if any will close to within 5.6 meters. Now, it isn't always possible to do this, and sometimes, for whatever reason, foes do manage to get that close.
But for most combats, then, the Aura won't come into play at all. Seems to be basically an "Oh crap, they're gonna get close enough to swing at me!" emergency mechanism. It would be immemsely more useful on a melee build.
That's exactly when you'd want the 33 % debuff to fire resistance to make it easier for you to kill whatever it is before it does (more) harm.
... Of course it could be argued that the enemies would never have reached you if the aura was having a bigger radius or that the same points invested elsewhere might have allowed you to kill them sooner, but that's hard to quantify without a stable test environment and with such things as dodges, blocks and critical hits thrown in for good measure.
All and all Aura of Censure is a worthwhile investment with a potent mixture of AoE, utility and survivability.
I have a 100 Purifier DW Dagallon's set and I've messed around with both Aura of Censure and Conviction and found the 15% Physical resist on Conviction to be more useful as I started using Oleron's Blood on one of my weapons. The granted skill, Oleron's Might, reduces target damage by 25% though admittedly the -% RR is really nice. Most of the non-physical damage the majority of AoM enemies do is in the forms of auras, ground based aoe or spells which can, for the most part, be dodged but things like the Colossi charges that deal high physical damage can't be avoided sometimes in the close quarters of Malmouth. On the other hand, if you are using a sword and board build then Censure is way better as you will probably have decently high Phys resist from gear/devotions that having the -RR and - Target damage would be more beneficial. Saying that Aura of Censure is still a good skill just all comes down to your playstyle.
Edit: I should also say that with Flashbang's Searing Light I kill most non-boss/nemses enemies before they even get a chance to hit me most of the time and with Mythical Runeguard Greaves I have a 10,000 Phys/Aether damage absorption shield on top of that 15% Phys resist. I just use Oleron's Might vs Bosses and Nemeses.