based on that info, would electrocute be deemed single target AoE, or mass AoE, if electrocute is calculated as single target multi chaining AoE (because it hits 1 target at a time) i guess linking it will increase the damage by amount of target (and RNG, if i link 5 target, and all bounced to each other) that would be kind of absurd damage given by link->electrocute combo, moreover if enemy is frozen
wow that was cool
the damage will be multiplied to 5 it seems
was wondering what would be the strongest single target dps of a mage… any idea?
That’s exactly what I’ve been trying to find out for the past month or so. Not only Electrocute, but Hail and Prominence is also what I would consider a multi-hit AoE. It seems a bit too good to be true, which is why I’m still not too sure if it’ll work that way.
I’m just gonna wait for the next CBT, since I’ll main a linker-ele this time around I’ll be able to test it myself.
Bleh amazed that no one else answered this yet. Anyways, linked enemies all take damage if one of them is hit. This means that if you have an AoE, it hits them all doing multiplicative damage.
ie. 10 enemies Linked, all 10 hit at once, they take 10X the damage they normally would take. Just apply that to any skill and that’s how it works.
No.
If you do a little bit of research you’ll see that it’s not as simple as that. Hell if that was the case I would be able to 1 hit everything with link + level 1 earthquake.
Wellp mind showing me your research then? I just got my knowledge from this, which is old mind you, but I haven’t seen any real changes other than they nerfed the amount of links you can do with Linker overall. Used to be 15 now max is 10.
Earthquake also used to break Linker Joint Penalty (not sure if it still does) but that means you wouldn’t be able to kill them either way with that skill.
If you have info about Joint Penalty not doing what he said it does from experience in kCBT, then please share.
What I’m sure of is that link works differently with different type of AoEs. As I said in my earlier posts I’m still not sure how exactly do they work, which is why I’m going to test it out in the next CBT.
Here’s some videos showing how link interacts with different types of AoE:
1.) Earthquake (single-hit AoE, similar to Meteor)
Pause at 0:12. You’ll see that there are 3 numbers of 595~597 (the Earthquake spell damage) and 5 numbers of 1016 (the link damage). This means 3 targets was hit by the Earthquake and all the linked mobs takes damage. Notice that the link damage was 1016 instead of 595x3.
2.) Firewall (ground based AoE, similar to Frost Cloud?)
Look at 0:21. The boss took damage from being in a Firewall yet the linked mobs didn’t take any damage. Not sure why this is the case but it’s probably because the damage from Firewall works like a debuff DoT instead of direct damage. As you probably know already JP doesn’t share debuffs.
3.) Ice Pike (multi-hit “AoE”, similar to Hail)
Pause at 0:30. In this scenario each individual hits are calculated separately (as opposed to the Earthquake example) which is why you see lots of 262 damage (which is both the Ice Pike damage and the link damage). This is where your theory of “10 linked targets hit, so they all take 10x damage” applies.
It’s hard to draw a conclusion just from several videos but I think it all boils down to how the damage for each specific skill is calculated.
The first two videos are very old since they were published on January. I’m sure a lot has changed since then and the skill works differently now. You’re right of course that it’s better to test it for yourself though; I’m going to test this as well.
The 3rd video is still current but kCBT is constantly changing so… again just test yourself about Joint Penalty. For all we know, there could be a damage limit on the skill. I heard kCBTers are still testing the skill too even while the game is constantly getting updates.
Yep, and since the next CBT will be 1 month long we should have plenty of time to test a lot of things. (Probably only for them to change everything again afterwards, but hey I love testing stuff so I don’t mind lol.)
Wouldn’t Linker C2/3 be too overpowered having Hangman’s Knot lvl10-15? The duration lasts longer than the cooldown itself. That’s basically an ability to permanently lock down targets. Is there anything can repel this skill, and is it classified as a debuff?
What does Hangman’s Knot do?
How useful is that though? Most of the time your linked mobs will die in less than 5 secs, and I don’t think bind works on bosses. Maybe it’s good for PvP?
This skill’s going to be imbalanced in PvP if you could essentially manipulate a crowd of players by just fingertips.
Yeah I would expect it to work differently in PvP, maybe it halves the duration or something like that.
Welp more things to test for the next CBT.
I should be asleep
anyways here’s a recent video that Hangman’s Knot works on bosses. It’s somewhere else on the forums but I really do need to go to sleep.
Look at 1:40, the boss moved right after Hangman’s Knot was cast. I never said HK doesn’t work on bosses, I said I don’t think bind works on bosses.
I thought the bind didn’t work there because the Joint Penalty link broke due to the Fire Ball using up all of it’s hits, causing the link to disappear. The other bosses seem to be bound
Well back to the fact that we have to test it out.
The Fireball is still there, in fact you can see its debuff applied on the boss afterwards (the 5 second Flame Debuff attribute)
Fire Ball is a weird skill TBH. Let’s say that you have Fire Ball at level 10. It has 10 hits before it disappears however, what the Fire Ball actually does is when it first touches an enemy, it releases 4 explosions (IIRC) costing 1 hit each even if the enemy is no longer there. So overall you have 3 repetitions of 4 explosions with the last only having 2. When the last repetition is being used, you cannot hit the Fire Ball anymore and as such, it has no hit box anymore.
The Burn debuff also isn’t a 100% good indicator that the Fire Ball is still there since even during the final repetition of Fire Ball, the Burn debuff can still activate.
edit: I also forgot to mention this could have been a visual glitch as you see the boss teleported a few pixels away from the initial place it landed from Hangman’s Knot and only moved back to the first spot it was supposed to be bound to.
Erm you can even visibly see the Fireball (and even the JP line if you pay close attention) as the boss moved. Welp it’s useless to argue any further and we’re going off-topic anyway. Let’s just test it out ourselves next CBT.
