As we all know Depending on the astrals you use it can make you or Break you as a viable character within Wartune, so i am here to help with some of the astrals and their understanding. I will only go over the Orange and some purple astrals in this thread. bare with me
Soul Of Ashura -Floating Damage Expands 7% @ lvl 1 This Astral has been very questionable with the use of it. There hasnt been much understanding until now.
This Astral has the CHANCE to increase your damage by the said Percent, But ALSO has the chance to decrease the damage by that precent. and also has the chance to be void altogether. giving this astral the chance to increase ur damage by the % giving by only 33% while the other 33% is normal damage and the other 33% negative damage. thus giving us a tiny bit of damage increase. this astral should Only Be used after level 60 when u have the 6th slot opened up for astral use and can afford that neg damage( meaning if u crit and and astral +% works u are a one hit wonder)
Reapers Eye - 2% chance to dodge enemy at lvl 1, this astral gives u the chance to dodge the enemies attack and only recieving 1 hp damage. this could be a table turning in some cases!
Light of Justice - Crit Base Damage increased by 5%- this astrals does as it says. Ideal for Characters that are Crit Base Build. I.E. Archers.
Empty Spirit- Chance to Recieve Crit Damage Decreased by -5% at level 1. this is an ideal astral for ANY class. it takes that epic archers 50% chance of crit and makes it 45% isnt that lovely? now u can burn him down with those magic spells! Whew
Dragons Breath - Reduce ALL damage by 3% at lvl 1. Ideal for EVERY CLass! Does as it says Get past that grooling lvl 60 crypt boss with ease now!
Soul Of Grace - Disables Crit Damage, but increases Damage by 5%- i see many Mages use this and it is EPIC! this is ideal for any class not crit base build. E.I knight and Mage.
Mirrored destruction - 10% chance to reflect 10% damage recieved. Ideal for that extra slot you have! but remmeber if u only receive 600 damage it wouldnt be worth ur while, out ab HP astral or something in it's place!
---------------------------------------------More on the Floating Damage astral-------------------------------------
After a few rounds of testing of about 13 hours in total messing around with the floating astral my findings are as follows. which conflict with my previous findings a bit.
I have studied damage with no added effects and found there is a little variation...
okay say u have a 10% floating damage astrals this will increase the range in which u are able to do damage.
Lets say ur basic damage range before any added effects is 3000-4000
adding a 10% FLoating damage astral adds 10% to the top number and takes away 10% from the lower number
giving you the range of capable damage of 2700-4400. Potentially Increasing damage, but with a proc rate of 1/3 it is not ideal to use unless u lay ur life based on luck
ive had runs in the world boss event with a 28% floating damage astral and a 20% crit base damage astral equiped and with the same number of attacks and same number of crits one run i gained 19,454 gold/dura (97,270 damage) and the other round i only got 12,872 (64,360 Damage) doing exactly 33% less damage proving the proc rate of 1/3 to the Higher end of damage. the run of 19,454 every hit except one was + damage, on the other only one of the hits were + damage. every other either - damage or flat damage.
I hope my findings help a few of those wondering minds
Mystic2
Immortals
S1
Soul Of Ashura -Floating Damage Expands 7% @ lvl 1 This Astral has been very questionable with the use of it. There hasnt been much understanding until now.
This Astral has the CHANCE to increase your damage by the said Percent, But ALSO has the chance to decrease the damage by that precent. and also has the chance to be void altogether. giving this astral the chance to increase ur damage by the % giving by only 33% while the other 33% is normal damage and the other 33% negative damage. thus giving us a tiny bit of damage increase. this astral should Only Be used after level 60 when u have the 6th slot opened up for astral use and can afford that neg damage( meaning if u crit and and astral +% works u are a one hit wonder)
Reapers Eye - 2% chance to dodge enemy at lvl 1, this astral gives u the chance to dodge the enemies attack and only recieving 1 hp damage. this could be a table turning in some cases!
Light of Justice - Crit Base Damage increased by 5%- this astrals does as it says. Ideal for Characters that are Crit Base Build. I.E. Archers.
Empty Spirit- Chance to Recieve Crit Damage Decreased by -5% at level 1. this is an ideal astral for ANY class. it takes that epic archers 50% chance of crit and makes it 45% isnt that lovely? now u can burn him down with those magic spells! Whew
Dragons Breath - Reduce ALL damage by 3% at lvl 1. Ideal for EVERY CLass! Does as it says Get past that grooling lvl 60 crypt boss with ease now!
Soul Of Grace - Disables Crit Damage, but increases Damage by 5%- i see many Mages use this and it is EPIC! this is ideal for any class not crit base build. E.I knight and Mage.
Mirrored destruction - 10% chance to reflect 10% damage recieved. Ideal for that extra slot you have! but remmeber if u only receive 600 damage it wouldnt be worth ur while, out ab HP astral or something in it's place!
---------------------------------------------More on the Floating Damage astral-------------------------------------
After a few rounds of testing of about 13 hours in total messing around with the floating astral my findings are as follows. which conflict with my previous findings a bit.
I have studied damage with no added effects and found there is a little variation...
okay say u have a 10% floating damage astrals this will increase the range in which u are able to do damage.
Lets say ur basic damage range before any added effects is 3000-4000
adding a 10% FLoating damage astral adds 10% to the top number and takes away 10% from the lower number
giving you the range of capable damage of 2700-4400. Potentially Increasing damage, but with a proc rate of 1/3 it is not ideal to use unless u lay ur life based on luck
ive had runs in the world boss event with a 28% floating damage astral and a 20% crit base damage astral equiped and with the same number of attacks and same number of crits one run i gained 19,454 gold/dura (97,270 damage) and the other round i only got 12,872 (64,360 Damage) doing exactly 33% less damage proving the proc rate of 1/3 to the Higher end of damage. the run of 19,454 every hit except one was + damage, on the other only one of the hits were + damage. every other either - damage or flat damage.
I hope my findings help a few of those wondering minds
Mystic2
Immortals
S1
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