Quote Originally Posted by Revan View Post
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.
On server 1 EVERYONE has Bloodstorm lol

Quote Originally Posted by Klepto View Post
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.
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.