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Thread: Bloodstorm's Hidden Passive

  1. #11
    Lightbringer Greenly's Avatar
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    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.

  2. #12
    Ironheart
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    Quote Originally Posted by Greenly View Post
    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.
    Last edited by Klepto; 10-01-2013 at 07:56 PM.

  3. #13
    Lightbringer Greenly's Avatar
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    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

  4. #14
    Ironheart
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    Quote Originally Posted by Greenly View Post
    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
    Try to land on one of those half health squares, and keep track of your damage with Bloodstorm along the way. Best if you make Blood your first attacker on the top row, front column to immediately see the difference when his health values change.

  5. #15
    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.
    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.

  6. #16
    Ironheart
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    Quote Originally Posted by Herby View Post
    It's percentage-based. The higher the percentage of health lost, the higher Bloodstorm's damage becomes.
    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.
    Last edited by Klepto; 10-01-2013 at 08:15 PM.

  7. #17
    Quote Originally Posted by Klepto View Post
    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.

    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.
    Last edited by Herby; 10-01-2013 at 08:22 PM.

  8. #18
    Lightbringer Deucalion's Avatar
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    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.


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  9. #19
    Championship Warfare Scribe
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    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.
    Last edited by Kruize; 10-02-2013 at 10:47 AM.

  10. #20
    Quote Originally Posted by Kruize View Post
    Since your talking about it now I guess ill share what we know on sever 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 agree with these calculations. I did several arena tests today and have come up with the same conclusion.

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