I am trying to use Energy battery to stack damage with Culvinars claim and the damage actually decreases!? Once Culvinars claim eats my mana the blast from Energy battery drops in damage and no longer gets more powerful from me gaining mana.
Not been tested thoroughly but in general the damage of the Energy battery blast is usually about 3-4 times stronger if I let go at the one second mana burst mark. Unsure if this is a bug or the ability does not work the way it is listed. Another possibility is that the Energy battery only refers to the mana gained from the 1 second burst but even then the damage should not drop by holding it for longer.
Any ideas or a more comprehensive breakdown of the ability? I have been having a large amount of trouble finding more information.
Edit: After testing this more I have also found it has a tendency to not work at all! Once and a while I have no lightning wave trigger. At first I thought this was due to mana costs and I tested it by only using mana above 100 (Which is more then enough for the lightning wave) and throughout testing I could not get the damage to be higher or to have the ability consistently work. I see a lot of forums from earlier years about this happening and I am confused as there was never a fix stated. Found one here: Mage - Focus skill - Energy Battery not working
Reports about the bug are about 4 years old.
Reports about the bug are about 4 years old.
After testing I can confirm that this bug also stops Mindâs Shield from working and makes it behave weird. Instead of waiting for me to finish channeling it give me the boost a little after the 1 second boost from focus? Something is really wrong with these nodes.
They added a whole New Unique for this ability and yet never noticed that the main synergies for the unique are completely broken!!? I could understand if this was something that is new and they never got a report about but there have been reports about the bug for 4 years and they either somehow never noticed or didnât care. Was really looking forward to a build with this but the character is probably just going to be scrapped now and I drop the game until the next update.
I expect that to fix this, Energy Battery should remember all the mana you regain while channeling, and then the wave should have that much damage.
Example:
I have 200 mana
Culnivarâs empties it 1st time
I channel Focus, get to 200 mana again
Culnivarâs empties it 2nd time
I am still channeling (uninterrupted) get to 200 mana again
Culnivarâs empties it 3rd time
I am still channeling (uninterrupted) get to 200 mana again
Stop channeling
Energy Battery should have recorded 600 mana gained while channeling, and therefore, at 4 ranks (100%), deal lightning damage with 600 base damage in a wave.
Yeah, I wouldnât be surprised if the wave was based on the amount of mana you have when you finish channelling less the mana you had when you started, which is a pity. That said, using Culnivarâs you could oneshot bosses if you were channelling for long enough. So that node should probably have some sort of cap if they ever did fix it.
Sure, but not only do you have less movement speed (80%, but still slower), youâre not using evade/movement skills to avoid hits and you have 50% less armor.
So youâre definitely more vulnerable to boss mechanics than not focusing.
Itâs depressing that they never fixed the issue with the ability not working half the time at the very least. Itâs wild that you ended up seeing this post years later!
If youâre using Mana Guide then youâll be taking the flat armour while channelling node so youâll end up with more armour while channelling Focus, potentially significantly more.
Not really. In case you werenât aware, leech doesnât protect you from one shots & âa bitâ of ward wonât either.
Honestly it would be hard to get significantly more as it cuts your armor in half. I imagine the calculation would be Final armor reducing the amount you get from the node. It is true the bonuses for armor while channeling can be really good but cutting them in half makes them closer to the normal amount while also cutting your base armor stats in half. I can imagine that you would sit at what a normal build would with armor though!
This is likely what was intended to make the build more balanced like other builds. The issue here though is the fact that they didnât bother to fix something that I imagine they could have easily fixed. I canât imagine that none of the tests with this new unique used culvinars and the Energy battery together.
Either way I feel like there is definitely claim that it could be unbalanced if you are able to one shot a boss but thatâs only eventually. You would need to channel for a while without stopping at a reduced movement. I feel like it is not very viable for most endgame even wit the ability to one shot unless you have someone to bait for the whole fight. Even then you will probably end the fight around the same amount of time any other good build would.
I would just like it to work in general so that I could just use the little blasts for an extra small amount of dps considering you are unable to cast any other spells for damage while you are channeling.
Actually, thinking about it, this would actually be broken. And thatâs because you always have âpreparation timeâ. The boss doesnât immediately spawn on you. You start in a safe zone and only when you go to the boss room does it spawn and start attacking.
Which means that you could easily one shot Uby by simply starting to channel until you have a gazillion damage stored and then approach him to start the fight and immediately kill him as soon as heâs targetable.
So I guess this should remain as it is, but the wording should be changed to reflect that itâs the difference between your initial mana and your final mana values.
I mean we already are seeing this with serpent strike. I think if someone wanted to wait till they had enough base damage to 1 shot ubby I wouldnt really even worry about it.
The scaling is actually not as extreme as one would think. like lets assume you have a staggering 100 mana regen, your max mana does not matter, as it will empty and fill with the sceptre. So you essentially can figure you store regen per second. if max is 1000, or 100, either way you store it 100 per second. a lower pool just lets you not have to wait till the next break point to âstoreâ
Ubby has 54m hp or something obscene, so this node gives up to 125% of mana stored as a wave. And lets say you have 1000% increased damage, and 50% global more damage through some other source, and 100% crit with 300% multi for 3x damage. This means you store an effective 6,187 damage a second. this means you have to channel for 8727 seconds to 1 shot ubby. or over 2 hours.
The reason these nodes were never fixed are probably because they just suck to begin with and need a rework sadly.
like I tried to build around the ones that give you up to 150% of max mana as base damage every 1 second near the bottom, and was shocked at how little damage I was able to muster.
you would think 1.5k base damage sounds insane, but with no multipliers, a low proc rate, and low base crit rate, you actually just are working with poo lol.
Nope, since the Iron Stance node also gives up to 40% more armour. When I was running my Runemaster I was getting moderately more amounts of armour while channelling focus & I hadnât invested too much into Strength compared to what I could have (no high rolled t7 Strength affixes to be converted to Int via Cleaver Solution).
Theyâve been aware of the bug for at least a year & nothingâs changed vis-a-vis that particular interaction.
Youâd be taking 5 points in Unstable Energy for 150% more, but yes, itâs probably not practical.
Youâre thinking of Energy Overflow & thatâs only 60%. It doesnât do much damage because it doesnât have much in the way of % more modifiers apart from Unstable Energy. Having had a look at the skill it procs, it actually has a 6% base crit chance which is slightly higher than the usual base, but the lack of more modifiers & the low âcastâ rate (every 0.625s at best with 3 points in Rapid Overflow).
Iâll just reply to both at once to avoid walls of text.
I would say there are two important issues to consider here:
1- Like Llama said previously, itâs quite likely theyâre just calculating initial mana vs final mana. Itâs an easy calculation (coding wise) and doesnât really require too much interaction (again, coding wise). Check value when you start channeling, check again when you stop. Making it so it works with culvinar would require changing the way the code checks for the mana accumulated with at least 1 check per second to accumulate into a new variable. Itâs feasible, but probably more work than required just to make it work with a single unique. They always try to optimize the checks you have to do and cut wherever they can because of performance. This is a small thing that individually doesnât impact performance that much, but there are many many small things like this and they all contribute to the whole, so you always try to take the shortest route.
But most importantly, I think:
2-Even though at the current state of the game you canât really abuse it because it would take too long channeling to abuse it, they likely donât want to leave the door open for a future scenario where this will happen in a smaller timeframe (which, with power creep, it inevitably will).
Given the options and the possible future consequences, between changing the system to make it work with culvinar or changing the text of the node to make it clear it doesnât work with it, Iâm betting the devs would go with #2.
The text already does this, just nor as clearly as it should. It says âWhen you finish channeling, you unleash a wave of lightning with base damage equal to a percentage of the mana you gained while channeling.â. If you start at 200 mana and cycle back to 50 mana, you didnât gain mana, you actually lost it.
So while this could be a fun interaction, I donât think it will be changed.
No, not necessarily. If ypu gave Culnivarâs & started channelling at 200 mana, Culnivarâs consumes it all then you regen up to 50 & stop, itâs clear youâve gained 50 mana while channelling. Things are even more complicated if youâre using the Harbinger of Stars belt in that scenario, you could potentially have gained hundreds or thousands of mana in that same scenario depending of the crit rate of whatever spell youâre using to proc meteors. So your statement is demonstrably wrong in several use cases.
So while theyâve likely gone with the most computationally easy route, itâs clearly wrong for at least 3 uniques (Culnivarâs, Harbinger of Stars & Mana Guide with a non-zero cost Lightning Blast).
How many uniques or interactions do there need to be before they change it do you think?
Weâre now entering into semantics, which is why I think it would be best to simply change the description of the node.
If you gain 100 mana and then spend 200, you didnât gain any mana. You lost 100. You âearnedâ 100 mana, but your balance is negative. And the node is using your balance, not your earnings.
Does that make more sense to the accountant in you?
Yes, it is semantics, but no, thatâs a net loss of 100. You still gain 100 but youâve also spent 200. The accounting for it would be different & you donât want me to get into the details of why (because they would be long winded & boring to everyone, accountants included).