Has anyone else figured out what Bloodstorm's hidden passive is? I believe I have just figured out the general concept behind his hidden passive, if not the entire details. Just curious if anyone else noticed what he's capable of.
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Has anyone else figured out what Bloodstorm's hidden passive is? I believe I have just figured out the general concept behind his hidden passive, if not the entire details. Just curious if anyone else noticed what he's capable of.
Not sure what you mean, but he's a banish beast who skills every round, can do crits and never raises morale. get his dodge up to 140 and he might dodge the bosses. lol
He can do all that plus he has a hidden passive that makes him even better than everything you just said. Just curious if anyone else around here noticed his potential. It took me a long time to figure it out myself (I had some theories but they were incorrect assumptions), but I believe now I have a handle on the mechanic controlling this hidden benefit of his.
Hint: You won't ever see the passive appear during Banish events.
You will have to elaborate on that one. I still don't understand what "passive" you are referring to. unless you mean when he's the only one left alive and takes two turns successively...
oh you mean that thing...oh yeah we all know about that.
guess I haven't noticed. but now I am curious.
I wouldn't know, I don't have bloodstorm and hardly ever fight him and that is the case for most players even on the older servers. If you would care to elaborate that would be nice.
Yea seriously elaborate, your dying to tell us you found it first.
SO do it
Alright, I was hoping to get some input from some of the players from older servers like Greenly or Deucalion or something, but I've already let this thread live for a few hours while keeping you all in suspense, and honestly for something like this I would have expected someone to make a thread if they knew about it already.
So, the passive, near as I can tell is this: As Bloodstorm's current health decreases, his damage increases.
However, the actual mechanics are still fuzzy for me. I don't know whether the damage increase starts at 99.9% health or begins at a specific threshold such as 75%, 50%, etc. I believe it starts at any percentage below 100% but I have not confirmed this yet. I also don't know whether the damage increase only applies to Continuous Rage or to his regular physical attack as well.
Mechanics possibilities:
- His damage increases as a percentage of current health (could be a flat percentage multiplier on all damage or only a multiplier on Physical or Skill attack).
- His damage increases at a flat rate based on missing health (added to Physical or Skill attack).
- Continuous Rage has a multiplier/adjustment value based on missing health.
If it's a mechanic of Continuous Rage, it would be observable from Heroic Realm minions. I have yet to notice this from them, but it's possible, which would actually make this a hidden passive for the Continuous Rage skill.
If it's based on health percentage, then it would be important to improve Bloodstorm's effective health through secondary statistics such as Physical Defense, Magic Defense, Skill Defense, Resilience, Block, and Dodge, with actual health total being only somewhat important.
If it's based on the actual value of missing health, effective health is still important, but the primary focus should be total health that Bloodstorm has, increasing the value of +Health Saints for him. In this case, the more health Bloodstorm has, the more overall damage you can squeeze out of him as a fight progresses.
This passive offers Bloodstorm zero benefit for World Bosses, but everywhere else it's a huge boon, from Heroic Realm to Quests to PvP to Labyrinth.
lol, even though i'm flattered by you thinking i would know anything, i have only been using blood a week, so i'm still new to him and still learning all his quirks. i knew his attack rate increased, but i figured it was due to his morale bar being more full, and that the deeper the colour on the bar was, the stronger his attack was.
I considered the morale bar possibility, but that's not it because what actually made me really notice the source of the damage difference this morning was I was doing tremendously higher damage than usual in the Labyrinth, and I didn't have full health at the time. I kill enemies there in one hit since Bloodstorm hits first, so his morale bar didn't have a chance to increase.
I had considered stars being a factor before, but that didn't make sense. I had considered a number of things but I didn't put two-and-two together until the controlled environment of the Labyrinth opened my eyes to the only possible cause.
i'm thinking of doing a 3rd lab after baal, i think i'll do that now and keep an eye on blood and see if see what you are talking about and report back :)
It's percentage-based. The higher the percentage of health lost, the higher Bloodstorm's damage becomes.
I'm not sure if it's only for his skill attack, I haven't seen him do a physical attack in a long time.
I noticed this from the labyrinth runs also. His attack damage starts to rise after a few hits by those minotaur mages.
Don't speak in absolutes unless you know for sure. It could be based on the flat value of missing health, or it could be a multiplier on Continuous Rage instead of on Bloodstorm himself. At this point we don't know for sure whether it's strictly on percentage, or on health totals. I'll be conducting a test on this tomorrow to verify which it is (easy to do by reducing his total health by stripping him of his relic and health rune).
So again, unless you've actually conducted tests yourself and verified with some kind of repeatable test that it's percentage-based instead of missing health value-based, then don't talk in absolutes, because it's not conducive to obtaining a meaningful understanding of mechanics. I appreciate your enthusiasm and desire to respond in my thread, but we need verifiable results, not gut feelings, in order to understand the true nature of the passive.
We still also don't know whether the damage increase applies to Bloodstorm's physical attack instead of only Continuous Rage. That's another test that must be conducted.
It's not based on flat value of missing health, since I once forgot to put on Bloodstorm's Vitality rune in an entire labyrinth run, and he was doing the usual damage values.
You can test this yourself by removing Bloodstorm's Relic equipment or his Vitality or Endurance rune and hitting others in the arena or labyrinth.
It seems to be a multipler, not a direct correlation to the percentage of missing health.
From today's labyrinth run, without doing direct number crunching, I would say that it is:
x1 damage for full health
x1.5 damage for 50-99% health
x2 damage for anything less than 50% health
I'll test the physical attack values tomorrow. I've used up all my labyrinth runs for today.
I'll try to test with the person beside me in the arena later in the day.
On server 1 EVERYONE has Bloodstorm lol
I have seen this in Labs recently, and PvP during Ragnarok, but I first noticed it while testing the Vengence/Adept theory from another post. I had been watching it with a pen paper in hand and keeping track of this and that, but then work got busy the past 6-7 days so I haven't done anything more with it. This Passive feature is very handy in Ragnarok, I'm sure you have seen this. I'd be interested to see what the actual numbers are here.
I'm also fairly sure this is Bloodstorm specific, not being part of Continuous Rage, but I could be wrong.
Since your talking about it now I guess ill share what we know on server 5.
100% damage at 75 to 100% hp
133% at 50 to 75
166% at 25 to 50
200% up to 25
we all thought it was morale based but yes doing lab runs disproved that theory easy enough.
I checked it out with a Quest and HR boss I am stuck at and yes, it also seemed to be the case. Very nice Klepto!
I had been thinking it was morale causing it also. I had not been starting with blood in front in lab until this post, then tested it with the sorcerer tiles and losing half hp and yes it seems this is correct. Calculations look to be about right also. Nice detective work Klepto.
So do other heroes have these hidden passive abilities?
I have always thought shayd seemed to dodge more when she was low on hp, maybe that is her special hidden passive power?
;) Good times.
Wonder what other heroes have these hidden skills/bonuses?
The only other I know of is that Calvin sometimes counter-attacks, even without Block. Or at least, he used to if he doesn't now.
As for Shayd, I haven't seen any definitive proof of a hidden passive for her. She has 20 innate dodge so that could account for extra unusual strings of dodges (luck). Bloodstorm gets the same crazy dodge strings. I haven't noticed anything other than luck affecting her stuns, though I could be wrong.
I have seen it happen on my main archer and on Cianna,you can really notice it on their crits, maybe not to the degree of Bloodstorm but its there and Shayd does seem to dodge and stun more with lower health . Not sure about Adamanti as he is the first to die in my line up when doing heroics or quest bosses.
i have had BloodStorm for over a month now and noticed this in the very 2nd week, he is one hell of a monster when his health goes down. Excellent for lab.
Oh what I meant to say was that on other heros when doing their skill attack when low on health they do more damage "and" seem to crit more doing more damage.So its not just Bloodstorm, but we notice it more on him because he is in skill mode all the time, well you need a morale rune on him for the first few attacks or he will be in normal attack mode until he builds morale to 100 and over, I dont think I needed to add that for most of us, but players just new to Blood would like to know .
Ive noticed with Safforn as well once his health drops his defense and the damage he takes seems to drop allot as he gets lower in life, my Saff has pretty much same runes and life as my main hero yet always lives 3-4 rounds on average past any of my other heroes. Not sure the numbers but. there is cetainly a difference once he gets hurt