kramuti wrote:
Adding phys damage to skills via facets doesn't work as far as I know.
If you're thinking of physMastery, then it's possible, but awkward. The synergy calculation needs to be adjusted to consider a new stat. This is quite a bit of work since many skills need to be rebalanced and their synergy formulas changed, and items need to be edited to include the new mod.
If the old synergy calculation is 'syns', then the new calculation is:
(100+syns) * (100+mastery)/100 - 100
An example where ShockWave's synergy field was "skill('Maul'.blvl)*par8"
(100+skill('Maul'.blvl)*par8) * (100+stat('physMastery'.accr))/100 - 100
Here's an example with numbers (dmg=1000, 50% synergy, 200% mastery):
Code:
Regular damage calculation (when Mastery applies)
1000 * (100+syns)/100 * (100+mastery)/100
1000 * (100+50 )/100 * (100+200 )/100
1000 * (150 )/100 * (300 )/100
1000 * 1.5 * 3
4500
New damage calculation (mastery inside synergy)
1000 * (100 + newSyns ) / 100
1000 * (100 + (100+syns)*(100+mastery)/100 - 100) / 100
1000 * (100 + (100+50 )*(100+200 )/100 - 100) / 100
1000 * (100 + (150 )*(300 )/100 - 100) / 100
1000 * (100 + 450 - 100) / 100
1000 * ( 450 ) / 100
4500
I haven't bothered to use this calculation, but I understand that Laz of PhrozenKeep has used it for MagicMastery. I am not aware of a method of introducing physPierce.
eulogy wrote:
Is it possible to extend the range of Shock Wave by 50-65%?
I haven't tried it, but this change should be very easy. It's just a case of increasing the 'shockwave' missile's 'Range' or 'Vel' value by 50-65%. Personally I think the skill's fine, but it should be fine with a longer range too.