-
Content Count
425 -
Joined
-
Last visited
-
Days Won
5
Reputation Activity
-
Ogull got a reaction from 6Revolt9 in Death Knight - Complete Skill Analysis and Mechanics (v9.2.0)
Important
Some of the numbers mentioned in the post are the result of testing skill and may not represent the actual number of the skill. numbers colored in Purple are highly doubted and needs more testing to figure out better. special thanks to @Akasha for helping make this guide possible, Thank you very much!. if you find any spelling or number error, please do tell me to fix it.
Description
Death Knight is a truly flexible tank, capable of dealing high amount of physical (and somewhat magical) damage while having high amount of defense, and getting stronger the more enemies gather around him, due to his skill set death knight are excellent at holding large amount of monsters with ease, a forgotten tank in recent years... death knight can still get the job done in his own way
Offense: 3.5/5
Defense: 4.5/5
Support: 1.5/5
Base Skills
Devotion
Type: Passive
Increase character's Energy regeneration by 3
Thorn of Death
Type: Active
Usage Range: melee
Energy Cost: 11/12/13/14/15 units
Cooldown: 9 seconds
Blow that deal increased physical damage.
Physical damage increase: 103%/105%/107%/109%/111%
Extra Information:
the basic damage skill takes more than your physical damage into consideration when calculating the amount of damage it deal, however i failed to obtain the correct formula for that, so all i have is the testing i did on the skill to work with...
Exhalation of Darkness
Type: Active
Usage Range: melee
Energy Cost: 13/14/15/16/17 units
Cooldown: 10 seconds
Bewitches your weapon in order to deal increased magical damage during the next auto attack and stun the enemy for sometime.
Magical damage increase: 150%/160%/170%/180%/190% Weapon Bewitching duration: 4 seconds Stun Duration: 2/2.5/3/3.5/4 seconds
Extra Information:
similar to thorns, the damage this skill deals is different depending on not just your damage, skill level, your level etc...
Provocation
Type: Active
Usage Range: 5 yards
Energy Cost: 7/8/9/10/11 units
Cooldown: 8 seconds
Attract the target's attention and makes the hostile monster attack you.
Aggression amount: 7500/12500/20000/25000/30000 Aggression Duration: 6/7/8/8/9
Extra Information:
Aggression amount get applied at the start of the effect, the debuff placed on the enemy will increase aggression from any attacks up to x3 times!
Threads of Darkness
Type: Active
Usage Range: 5 yards
Energy Cost: 16/17/18/19/20 units
Cooldown: 22 seconds
Moves the selected target's closer to the death knight, the enemy will suffer from increased damage from any attack for a while.
Damage increase: 4%/6%/8%/10%/12% Debuff Duration: 4/5/6/7/8
Extra Information
Threads damage increase happen to any attack dealt to the target not just from yourself but from anyone that is attacking the target!
for the duration of the debuff, the enemy is rooted in place
Dark Shield
Type: Active
Usage Range: Instant
Energy Cost: 18/19/20/21/22 units
Cooldown: 30 seconds
With some chance, allows the death knight to ignore some of the damage received in accordance with his armor.
Chance to trigger: 30%/45%/50%/60%/75% amount of damage ignored: 1 point of damage for every 27 armor
Extra Information
Dark Shield damage reduction only work with your raw armor, meaning % armor increase from any source does not increase the effect of the skill, skills like aura, shaman shield, charmer shield that increase armor does not increase the effect of the skill, this also include guild 15% armor increase
Experts
Death Call
Type: Active
Usage Range: Instant
Energy Cost: 20 units
Cooldown: 14 seconds
All enemies with the radius of death call will attack the death knight, enemies near the death knight will receive magical damage for the duration of the effect.
Magical damage dealt: 50%/60%/70%/80% aggression amount: 10000/20000/40000/80000 Effect Duration: 6 seconds 1.5 seconds interval between damage pulses (equal 4 pulses of damage)
Extra Information
The Aggression death call deal, only applies when initially casted, enemies that get hit with the skill afterward does not get aggression
Steel Hurricane
Type: Active
Usage Range: Instant
Energy Cost: 18 units
Cooldown: 14 seconds
A strike that deal physical damage to all enemies within 1 yard radius.
physical damage: 70%/80%/100%/120%
Saturation
Type: Active
Usage Range: Instant
Energy Cost: 18 units
Health Consumption: 10% of max health
Cooldown: 30 seconds
Increase death knight "steal health" parameter for sometime.
steal health increase: 10%/15%/20%/25% buff duration: 8/10/12/15 seconds
Sharp Shadow
Type: Active
Usage Range: 3 yards
Energy Cost: 18 units
Cooldown: 14 seconds
Magical attack that deals damage to enemy with a chance of stunning them, the character also restore health equal to a portion of damage dealt if under the effect of saturation.
Magical damage dealt: 200%/250%/300%/350% Stun chance: 35%/45%/55%/80% Stun Duration: 2/2.5/3/3.5 seconds health restored: 20%/30%/40%/50%
Blow of Silence
Type: Active
Usage Range: melee
Energy Cost: 18 units
Cooldown: 14 seconds
Bewitches the character weapon in order to deal increased damage and silence the target for sometime.
damage increase: 5%/15%/20%/25% Bewitching Buff Duration: 6/7/8/9 Silence Duration: 3.5/4/4.5/5 seconds
Extra Information
Contrary to what the skill description say ingame, the skill does not deal increased magical damage! nor does it disarm the target, the skill increase damage in general, meaning both physicals and magical damage is increased, while the skill silence and not disarm!
the bewitching effect won't ware off with failed attack, but until the duration of the skill expires
Secret Reserve
Type: Passive
Cooldown: 120 seconds
When health get to a critical level, death knight gets a big boost to health regeneration and regeneration rate.
Health Regeneration Increase: 200%/300%/400%/500% Regeneration Rate: 2.8/2.5/2/1.7 Buff Duration: 12 seconds
Aura of Hatred
Type: Active
Usage Range: Instant
Energy Cost: 26 units
Cooldown: 60 seconds
Increase physical and magical power of the character as well as his physical and magical defense.
damage/defense increase: 5%/7%/10%/15% Buff Duration: 15/20/30/45 seconds
Blood Protection
Type: Active
Usage Range: Instant
Energy Cost: 20 units
Cooldown: 22 seconds
Decrease all incoming damage done to the character for a period of time.
damage decreased: 20%/30%/40%/50% Buff Duration: 5/6/7/8 seconds
Knight's Curse
Type: Active
Usage Range: 4 yards
Energy Cost: 24 units
Cooldown: 30 seconds
Applies the "kiss of death" debuff to the enemy for sometime. This effect increase any incoming damage dealt to the enemy. When the effect expires, a curse zone is formed near the enemy for sometime. All the enemies in the zone receive periodic magical damage.
"Kiss of Death" debuff duration: 3/4/5/6 seconds "Kiss of Death" damage increase: 10%/15%/20%/25% Curse Zone Duration: 8/10/12/14 seconds Curse Zone Damage Increased: 160%/180%/210%/250% Curse Zone max number of player: 3/4/5/6 Curse Zone max number of monsters: unlimited Curse Zone Damage Intervals: 2 seconds
-
Ogull got a reaction from Obellardo in Unpopolar opinion - Let's show Death Knights some sort of love
i would say that it take % of health just when its first casted like the old 4% then it take mana per second to stay active, as to how much ls it gives, im gonna be bold here and say that i am fine with 10% life steal IF! its stay actives with a mana consumption over time is enough for me
-
Ogull got a reaction from Obellardo in Unpopolar opinion - Let's show Death Knights some sort of love
to be honest my problem is with kiss of death, saturation and blood protection...
- kiss of death seems really out of place for a dk and that it wasn't meant for this class when it was first added.
- saturation 10% hp lose is really to much for a tank, you know i pride myself for taking low damage from monsters, taking little to no damage from mobs but then my own skill deal 800-1000 damage to me seems like a to me.
- blood protection reduce damage by 50% for 8 seconds with a 22 second cooldown, great!, until you see other tanks skills or even support classes have a better damage reduction skill. heck barbarian have 2 passive skills that reduce damage taken and a heal? not to mention paladin, blade dance and of course warden, that skill is really underwhelming and its more like "it has to be this one, ever other skill is worse".
-
Ogull got a reaction from Higgings in Death Knight - Complete Skill Analysis and Mechanics (v9.2.0)
i am glad you like it, i worked hard on it, worked on it more than i wanted too... but people seem to liked the result so i am happy
the aggression amount is permanent unless 1 of 2 things happen
A - you leave the area where the aggroed monster is in
B - The targeted monster die
aside from that... if we are talking about identical tanks, then yes! the one who started aggroing first gonna get aggro, but on normal game scenario, its usually about who have more cooldown to spam aggro skills more and if you have aggression increase relics as well as potions!
many things generate aggression, like damage, heal and ofc aggro skills, and raid bosses or any monster in general attack the opponent that deal the most aggro to them, so if sometime you see bosses attack the damager in your party, that cuz they generated more aggression through damage than you generated through aggro skills
yes this is right! thou i might need to rephrase my sentence, its not any "normal" attack, but ANY attack from DK, so if you are looking for maximum aggression efficiency, then placing aggro debuff on your target then spam your dmg skills for the best outcome
-
Ogull got a reaction from TheCaster in Death Knight - Complete Skill Analysis and Mechanics (v9.2.0)
i am glad you like it, i worked hard on it, worked on it more than i wanted too... but people seem to liked the result so i am happy
the aggression amount is permanent unless 1 of 2 things happen
A - you leave the area where the aggroed monster is in
B - The targeted monster die
aside from that... if we are talking about identical tanks, then yes! the one who started aggroing first gonna get aggro, but on normal game scenario, its usually about who have more cooldown to spam aggro skills more and if you have aggression increase relics as well as potions!
many things generate aggression, like damage, heal and ofc aggro skills, and raid bosses or any monster in general attack the opponent that deal the most aggro to them, so if sometime you see bosses attack the damager in your party, that cuz they generated more aggression through damage than you generated through aggro skills
yes this is right! thou i might need to rephrase my sentence, its not any "normal" attack, but ANY attack from DK, so if you are looking for maximum aggression efficiency, then placing aggro debuff on your target then spam your dmg skills for the best outcome
-
Ogull got a reaction from TheCaster in Death Knight - Complete Skill Analysis and Mechanics (v9.2.0)
Important
Some of the numbers mentioned in the post are the result of testing skill and may not represent the actual number of the skill. numbers colored in Purple are highly doubted and needs more testing to figure out better. special thanks to @Akasha for helping make this guide possible, Thank you very much!. if you find any spelling or number error, please do tell me to fix it.
Description
Death Knight is a truly flexible tank, capable of dealing high amount of physical (and somewhat magical) damage while having high amount of defense, and getting stronger the more enemies gather around him, due to his skill set death knight are excellent at holding large amount of monsters with ease, a forgotten tank in recent years... death knight can still get the job done in his own way
Offense: 3.5/5
Defense: 4.5/5
Support: 1.5/5
Base Skills
Devotion
Type: Passive
Increase character's Energy regeneration by 3
Thorn of Death
Type: Active
Usage Range: melee
Energy Cost: 11/12/13/14/15 units
Cooldown: 9 seconds
Blow that deal increased physical damage.
Physical damage increase: 103%/105%/107%/109%/111%
Extra Information:
the basic damage skill takes more than your physical damage into consideration when calculating the amount of damage it deal, however i failed to obtain the correct formula for that, so all i have is the testing i did on the skill to work with...
Exhalation of Darkness
Type: Active
Usage Range: melee
Energy Cost: 13/14/15/16/17 units
Cooldown: 10 seconds
Bewitches your weapon in order to deal increased magical damage during the next auto attack and stun the enemy for sometime.
Magical damage increase: 150%/160%/170%/180%/190% Weapon Bewitching duration: 4 seconds Stun Duration: 2/2.5/3/3.5/4 seconds
Extra Information:
similar to thorns, the damage this skill deals is different depending on not just your damage, skill level, your level etc...
Provocation
Type: Active
Usage Range: 5 yards
Energy Cost: 7/8/9/10/11 units
Cooldown: 8 seconds
Attract the target's attention and makes the hostile monster attack you.
Aggression amount: 7500/12500/20000/25000/30000 Aggression Duration: 6/7/8/8/9
Extra Information:
Aggression amount get applied at the start of the effect, the debuff placed on the enemy will increase aggression from any attacks up to x3 times!
Threads of Darkness
Type: Active
Usage Range: 5 yards
Energy Cost: 16/17/18/19/20 units
Cooldown: 22 seconds
Moves the selected target's closer to the death knight, the enemy will suffer from increased damage from any attack for a while.
Damage increase: 4%/6%/8%/10%/12% Debuff Duration: 4/5/6/7/8
Extra Information
Threads damage increase happen to any attack dealt to the target not just from yourself but from anyone that is attacking the target!
for the duration of the debuff, the enemy is rooted in place
Dark Shield
Type: Active
Usage Range: Instant
Energy Cost: 18/19/20/21/22 units
Cooldown: 30 seconds
With some chance, allows the death knight to ignore some of the damage received in accordance with his armor.
Chance to trigger: 30%/45%/50%/60%/75% amount of damage ignored: 1 point of damage for every 27 armor
Extra Information
Dark Shield damage reduction only work with your raw armor, meaning % armor increase from any source does not increase the effect of the skill, skills like aura, shaman shield, charmer shield that increase armor does not increase the effect of the skill, this also include guild 15% armor increase
Experts
Death Call
Type: Active
Usage Range: Instant
Energy Cost: 20 units
Cooldown: 14 seconds
All enemies with the radius of death call will attack the death knight, enemies near the death knight will receive magical damage for the duration of the effect.
Magical damage dealt: 50%/60%/70%/80% aggression amount: 10000/20000/40000/80000 Effect Duration: 6 seconds 1.5 seconds interval between damage pulses (equal 4 pulses of damage)
Extra Information
The Aggression death call deal, only applies when initially casted, enemies that get hit with the skill afterward does not get aggression
Steel Hurricane
Type: Active
Usage Range: Instant
Energy Cost: 18 units
Cooldown: 14 seconds
A strike that deal physical damage to all enemies within 1 yard radius.
physical damage: 70%/80%/100%/120%
Saturation
Type: Active
Usage Range: Instant
Energy Cost: 18 units
Health Consumption: 10% of max health
Cooldown: 30 seconds
Increase death knight "steal health" parameter for sometime.
steal health increase: 10%/15%/20%/25% buff duration: 8/10/12/15 seconds
Sharp Shadow
Type: Active
Usage Range: 3 yards
Energy Cost: 18 units
Cooldown: 14 seconds
Magical attack that deals damage to enemy with a chance of stunning them, the character also restore health equal to a portion of damage dealt if under the effect of saturation.
Magical damage dealt: 200%/250%/300%/350% Stun chance: 35%/45%/55%/80% Stun Duration: 2/2.5/3/3.5 seconds health restored: 20%/30%/40%/50%
Blow of Silence
Type: Active
Usage Range: melee
Energy Cost: 18 units
Cooldown: 14 seconds
Bewitches the character weapon in order to deal increased damage and silence the target for sometime.
damage increase: 5%/15%/20%/25% Bewitching Buff Duration: 6/7/8/9 Silence Duration: 3.5/4/4.5/5 seconds
Extra Information
Contrary to what the skill description say ingame, the skill does not deal increased magical damage! nor does it disarm the target, the skill increase damage in general, meaning both physicals and magical damage is increased, while the skill silence and not disarm!
the bewitching effect won't ware off with failed attack, but until the duration of the skill expires
Secret Reserve
Type: Passive
Cooldown: 120 seconds
When health get to a critical level, death knight gets a big boost to health regeneration and regeneration rate.
Health Regeneration Increase: 200%/300%/400%/500% Regeneration Rate: 2.8/2.5/2/1.7 Buff Duration: 12 seconds
Aura of Hatred
Type: Active
Usage Range: Instant
Energy Cost: 26 units
Cooldown: 60 seconds
Increase physical and magical power of the character as well as his physical and magical defense.
damage/defense increase: 5%/7%/10%/15% Buff Duration: 15/20/30/45 seconds
Blood Protection
Type: Active
Usage Range: Instant
Energy Cost: 20 units
Cooldown: 22 seconds
Decrease all incoming damage done to the character for a period of time.
damage decreased: 20%/30%/40%/50% Buff Duration: 5/6/7/8 seconds
Knight's Curse
Type: Active
Usage Range: 4 yards
Energy Cost: 24 units
Cooldown: 30 seconds
Applies the "kiss of death" debuff to the enemy for sometime. This effect increase any incoming damage dealt to the enemy. When the effect expires, a curse zone is formed near the enemy for sometime. All the enemies in the zone receive periodic magical damage.
"Kiss of Death" debuff duration: 3/4/5/6 seconds "Kiss of Death" damage increase: 10%/15%/20%/25% Curse Zone Duration: 8/10/12/14 seconds Curse Zone Damage Increased: 160%/180%/210%/250% Curse Zone max number of player: 3/4/5/6 Curse Zone max number of monsters: unlimited Curse Zone Damage Intervals: 2 seconds
-
-
-
Ogull reacted to SplendorBR in Cavaleiro da Morte - Análise completa das habilidades e mecânicas (v9.2.0)
Importante
Alguns dos números mencionados na postagem são o resultado de muitos testes e podem não representar o número real da habilidade. Números coloridos em roxo são altamente duvidosos e precisam de mais testes para descobrir melhor. Agradecimentos especiais a @Akasha por ajudar a tornar este guia possível, muito obrigado! Se você encontrar qualquer erro ortográfico ou numérico, diga-me para corrigi-lo. Todos os créditos ao criador do post original @Ogull, por ter feito esse belo guia e se empenhado tanto nele! Link para o post original ~~~> https://forum.warspear-online.com/index.php?/topic/234732-death-knight-complete-skill-analysis-and-mechanics-v920/
Descrição
O Cavaleiro da Morte é um tanque verdadeiramente flexível, capaz de lidar com uma grande quantidade de dano físico (e um tanto mágico) enquanto tem uma grande quantidade de defesa, e fica mais forte quanto mais inimigos se juntam ao seu redor, devido ao seu conjunto de habilidades, os Cavaleiros da Morte são excelentes em segurar quantidade de monstros com facilidade, um tanque esquecido nos últimos anos... o cavaleiro da morte ainda consegue fazer o trabalho à sua maneira
Ataque: 3.5/5
Defesa: 4.5/5
Suporte: 1.5/5
Habilidades iniciantes
Devoção
Tipo: Passivo
Aumenta a regeneração de energia do personagem em 3
Espinhos da Morte
Tipo: Ativo
Tipo de uso: corpo a corpo
Custo de energia: 11/12/13/14/15 unidades
Tempo de Recarga: 9 segundos
Golpe que causa dano físico aumentado.
Aumento de dano físico: 103% / 105% / 107% / 109% / 111%
Informação extra:
O dano básico da habilidade leva mais do que seu dano físico em consideração ao calcular a quantidade de dano que ela causa, entretanto eu não consegui obter a fórmula correta para isso, então tudo que eu tenho são os testes que fiz na habilidade...
Emanar da Escuridão
Tipo: Ativo
Tipo de uso: corpo a corpo
Custo de energia: 13/14/15/16/17 unidades
Tempo de Recarga: 10 segundos
Enfeitiça sua arma para causar dano mágico aumentado durante o próximo ataque automático e atordoar o inimigo por algum tempo.
Aumento de dano mágico: 150% / 160% / 170% / 180% / 190% Duração do encantamento da arma: 4 segundos Duração do atordoamento: 2 / 2,5 / 3 / 3,5 / 4 segundos
Informação extra:
semelhante aos espinhos, o dano que esta habilidade causa é diferente dependendo não apenas do seu dano, nível de habilidade, seu nível, etc...
Provocação
Tipo: Ativo
Alcance de uso: 5 metros
Custo de energia: 7/8/9/10/11 unidades
Tempo de Recarga: 8 segundos
Atrai a atenção do alvo e faz com que monstros hostis o ataque.
Quantidade de agressão: 7500/12500/20000/25000/30000 Duração da agressão: 6/7/8/8/9
Informação extra:
A quantidade de agressão é aplicada no início do efeito, o debuff colocado no inimigo aumentará a agressão de ataques normais em até x3
Fios da Escuridão
Tipo: Ativo
Alcance de uso: 5 jardas
Custo de energia: 16/17/18/19/20 unidades
Tempo de Recarga: 22 segundos
Move o alvo selecionado para mais perto do cavaleiro da morte, o inimigo sofrerá dano aumentado de qualquer ataque por um tempo.
Aumento de danos: 4% / 6% / 8% / 10% / 12% Duração do debuff: 4/5/6/7/8
Informação extra
O aumento de dano dos Fios acontece a qualquer ataque feito ao alvo, não apenas do Cavaleiro, mas de qualquer um que esteja atacando o alvo! Durante o debuff, o inimigo ficará enraizado no lugar.
Escudo Sombrio
Tipo: Ativo
Tipo de uso: Instantâneo
Custo de energia: 18/19/20/21/22 unidades
Tempo de Recarga: 30 segundos
Com alguma chance, permite que o cavaleiro da morte ignore alguns dos danos recebidos de acordo com sua armadura.
Chance de acionar: 30% / 45% / 50% / 60% / 75% Quantidade de dano ignorado: 1 ponto de dano para cada 27 de defesa.
Informação extra
A redução de dano do Escudo Sombrio funciona apenas com sua armadura bruta, o que significa que o aumento de % da armadura de qualquer fonte não aumenta o efeito da habilidade, habilidades como aura, escudo do xamã, escudo do encantador que aumentam a armadura não aumentam o efeito da habilidade.
Habilidades de Especialista
Chamado da Morte
Tipo: Ativo
Tipo de uso: Instantâneo
Custo de energia: 20 unidades
Tempo de Recarga: 14 segundos
Todos os inimigos no raio do chamado da morte irão atacar o cavaleiro, os inimigos próximos ao cavaleiro da morte receberão dano mágico durante o efeito.
Dano mágico causado: 50% / 60% / 70% 80% Quantidade de agressão: 10000/20000/40000/80000 Duração do efeito: 6 segundos Intervalo de 1,5 segundos entre os pulsos de dano (igual a 4 pulsos de dano)
Informação extra
A agressão da habilidade só se aplica quando inicialmente lançado, os inimigos que são atingidos com a habilidade posteriormente não recebem agressão
Furacão de Aço
Tipo: Ativo
Tipo de uso: Instantâneo
Custo de energia: 18 unidades
Tempo de Recarga: 14 segundos
Um golpe que causa dano físico a todos os inimigos em um raio de 1 metro.
Dano físico: 70% / 80% / 100% / 120%
Informação extra
O dano dessa habilidade não pode ser bloquado, aparado ou esquivado.
Saturação
Tipo: Ativo
Tipo de uso: Instantâneo
Custo de energia: 18 unidades
Consumo de saúde: 10% da saúde máxima
Tempo de Recarga: 30 segundos
Aumenta o parâmetro "roubo de vida" do cavaleiro da morte por algum tempo.
Aumento de Roubo de Vida: 10% / 15% / 20% / 25% Duração do buff: 8/10/12/15 segundos
Sombra afiada
Tipo: Ativo
Alcance de uso: 3 jardas
Custo de energia: 18 unidades
Tempo de Recarga: 14 segundos
Ataque mágico que causa dano ao inimigo com chance de atordoá-lo, o personagem também restaura a saúde igual a uma porção do dano causado se sob o efeito da saturação.
Dano mágico causado: 200% / 250% / 300% / 350% Chance de atordoamento: 35% / 45% / 55% / 80% Duração do atordoamento: 2 / 2,5 / 3 / 3,5 segundos Saúde restaurada: 20% / 30% 40% 50%
Sopro do silêncio
Tipo: Ativo
Tipo de uso: instantaneo
Custo de energia: 18 unidades
Recarga: 14 segundos
Enfeitiça a arma do personagem para causar mais dano e silenciar o alvo por algum tempo.
Aumento de dano: 5% / 15% 20% / 25% Duração do encantamento da arma: 6/7/8/9 Duração do silêncio: 3,5 / 4 / 4,5 / 5 segundos
Informação extra
Ao contrário do que a descrição da habilidade diz no jogo, a habilidade não causa dano mágico aumentado! nem desarma o alvo, a habilidade aumenta o dano em geral, significando que tanto o dano físico quanto o mágico são aumentados, enquanto a habilidade silencia e não desarma!
o encantamento da arma não irá desaparecer se o ataque falhar, mas até que de um ataque bem sucedido ou a duração da habilidade expire
Reserva Secreta
Tipo: Passivo
Recarga: 120 segundos
Quando a saúde atinge um nível crítico, o cavaleiro da morte recebe um grande aumento na regeneração de saúde e na taxa de regeneração.
Aumento de regeneração de saúde: 200% / 300% / 400% / 500% Taxa de regeneração: 2,8 / 2,5 / 2 / 1,7 Duração do Buff: 12 segundos
Aura do Ódio
Tipo: Ativo
Tipo de uso: Instantâneo
Custo de energia: 26 unidades
Recarga: 60 segundos
Aumenta o poder físico e mágico do personagem, bem como sua defesa física e mágica.
Aumento de dano / defesa: 5% / 7% / 10% / 15% Duração do Buff: 15/20/30/45 segundos
Proteção Sanguínea
Tipo: Ativo
Tipo de uso: Instantâneo
Custo de energia: 20 unidades
Recarga: 22 segundos
Diminui todo o dano causado ao personagem por um período de tempo.
Dano reduzido: 20% / 30% / 40% / 50% Duração do Buff: 5/6/7/8 segundos
Maldição do Cavaleiro
Tipo: Ativo
Alcance de uso: 4 metros
Custo de energia: 24 unidades
Recarga: 30 segundos
Aplica o debuff "beijo da morte" ao inimigo por algum tempo. Este efeito aumenta qualquer dano causado ao inimigo. Quando o efeito expira, uma zona de maldição é formada perto do inimigo por algum tempo. Todos os inimigos na zona recebem dano mágico periódico.
Duração do debuff "Beijo da Morte": 3/4/5/6 segundos Aumento de dano do "Beijo da Morte": 10% / 15% / 20% / 25% Duração da Zona de maldição: 8/10/12/14 segundos Dano da Zona de maldição: 160% / 180% / 210% / 250% Número máximo de jogadores na Zona de maldição: 3/4/5/6 Número máximo de monstros na Zona de maldição: ilimitado Intervalos de dano da Zona de maldição: 2 segundos -
Ogull reacted to lore in Death Knight - Complete Skill Analysis and Mechanics (v9.2.0)
wow great job man, also about the other damage values i suggest u to try em with insanely low attack wich can be obtained with an combination of sap (bladedancer) roar (barbarian) and mental pit (necromancer) with the weakest weapon possible, cause there can be flat dmg adds from the skill and character level
-
Ogull got a reaction from Drakoknight in Death Knight - Complete Skill Analysis and Mechanics (v9.2.0)
Important
Some of the numbers mentioned in the post are the result of testing skill and may not represent the actual number of the skill. numbers colored in Purple are highly doubted and needs more testing to figure out better. special thanks to @Akasha for helping make this guide possible, Thank you very much!. if you find any spelling or number error, please do tell me to fix it.
Description
Death Knight is a truly flexible tank, capable of dealing high amount of physical (and somewhat magical) damage while having high amount of defense, and getting stronger the more enemies gather around him, due to his skill set death knight are excellent at holding large amount of monsters with ease, a forgotten tank in recent years... death knight can still get the job done in his own way
Offense: 3.5/5
Defense: 4.5/5
Support: 1.5/5
Base Skills
Devotion
Type: Passive
Increase character's Energy regeneration by 3
Thorn of Death
Type: Active
Usage Range: melee
Energy Cost: 11/12/13/14/15 units
Cooldown: 9 seconds
Blow that deal increased physical damage.
Physical damage increase: 103%/105%/107%/109%/111%
Extra Information:
the basic damage skill takes more than your physical damage into consideration when calculating the amount of damage it deal, however i failed to obtain the correct formula for that, so all i have is the testing i did on the skill to work with...
Exhalation of Darkness
Type: Active
Usage Range: melee
Energy Cost: 13/14/15/16/17 units
Cooldown: 10 seconds
Bewitches your weapon in order to deal increased magical damage during the next auto attack and stun the enemy for sometime.
Magical damage increase: 150%/160%/170%/180%/190% Weapon Bewitching duration: 4 seconds Stun Duration: 2/2.5/3/3.5/4 seconds
Extra Information:
similar to thorns, the damage this skill deals is different depending on not just your damage, skill level, your level etc...
Provocation
Type: Active
Usage Range: 5 yards
Energy Cost: 7/8/9/10/11 units
Cooldown: 8 seconds
Attract the target's attention and makes the hostile monster attack you.
Aggression amount: 7500/12500/20000/25000/30000 Aggression Duration: 6/7/8/8/9
Extra Information:
Aggression amount get applied at the start of the effect, the debuff placed on the enemy will increase aggression from any attacks up to x3 times!
Threads of Darkness
Type: Active
Usage Range: 5 yards
Energy Cost: 16/17/18/19/20 units
Cooldown: 22 seconds
Moves the selected target's closer to the death knight, the enemy will suffer from increased damage from any attack for a while.
Damage increase: 4%/6%/8%/10%/12% Debuff Duration: 4/5/6/7/8
Extra Information
Threads damage increase happen to any attack dealt to the target not just from yourself but from anyone that is attacking the target!
for the duration of the debuff, the enemy is rooted in place
Dark Shield
Type: Active
Usage Range: Instant
Energy Cost: 18/19/20/21/22 units
Cooldown: 30 seconds
With some chance, allows the death knight to ignore some of the damage received in accordance with his armor.
Chance to trigger: 30%/45%/50%/60%/75% amount of damage ignored: 1 point of damage for every 27 armor
Extra Information
Dark Shield damage reduction only work with your raw armor, meaning % armor increase from any source does not increase the effect of the skill, skills like aura, shaman shield, charmer shield that increase armor does not increase the effect of the skill, this also include guild 15% armor increase
Experts
Death Call
Type: Active
Usage Range: Instant
Energy Cost: 20 units
Cooldown: 14 seconds
All enemies with the radius of death call will attack the death knight, enemies near the death knight will receive magical damage for the duration of the effect.
Magical damage dealt: 50%/60%/70%/80% aggression amount: 10000/20000/40000/80000 Effect Duration: 6 seconds 1.5 seconds interval between damage pulses (equal 4 pulses of damage)
Extra Information
The Aggression death call deal, only applies when initially casted, enemies that get hit with the skill afterward does not get aggression
Steel Hurricane
Type: Active
Usage Range: Instant
Energy Cost: 18 units
Cooldown: 14 seconds
A strike that deal physical damage to all enemies within 1 yard radius.
physical damage: 70%/80%/100%/120%
Saturation
Type: Active
Usage Range: Instant
Energy Cost: 18 units
Health Consumption: 10% of max health
Cooldown: 30 seconds
Increase death knight "steal health" parameter for sometime.
steal health increase: 10%/15%/20%/25% buff duration: 8/10/12/15 seconds
Sharp Shadow
Type: Active
Usage Range: 3 yards
Energy Cost: 18 units
Cooldown: 14 seconds
Magical attack that deals damage to enemy with a chance of stunning them, the character also restore health equal to a portion of damage dealt if under the effect of saturation.
Magical damage dealt: 200%/250%/300%/350% Stun chance: 35%/45%/55%/80% Stun Duration: 2/2.5/3/3.5 seconds health restored: 20%/30%/40%/50%
Blow of Silence
Type: Active
Usage Range: melee
Energy Cost: 18 units
Cooldown: 14 seconds
Bewitches the character weapon in order to deal increased damage and silence the target for sometime.
damage increase: 5%/15%/20%/25% Bewitching Buff Duration: 6/7/8/9 Silence Duration: 3.5/4/4.5/5 seconds
Extra Information
Contrary to what the skill description say ingame, the skill does not deal increased magical damage! nor does it disarm the target, the skill increase damage in general, meaning both physicals and magical damage is increased, while the skill silence and not disarm!
the bewitching effect won't ware off with failed attack, but until the duration of the skill expires
Secret Reserve
Type: Passive
Cooldown: 120 seconds
When health get to a critical level, death knight gets a big boost to health regeneration and regeneration rate.
Health Regeneration Increase: 200%/300%/400%/500% Regeneration Rate: 2.8/2.5/2/1.7 Buff Duration: 12 seconds
Aura of Hatred
Type: Active
Usage Range: Instant
Energy Cost: 26 units
Cooldown: 60 seconds
Increase physical and magical power of the character as well as his physical and magical defense.
damage/defense increase: 5%/7%/10%/15% Buff Duration: 15/20/30/45 seconds
Blood Protection
Type: Active
Usage Range: Instant
Energy Cost: 20 units
Cooldown: 22 seconds
Decrease all incoming damage done to the character for a period of time.
damage decreased: 20%/30%/40%/50% Buff Duration: 5/6/7/8 seconds
Knight's Curse
Type: Active
Usage Range: 4 yards
Energy Cost: 24 units
Cooldown: 30 seconds
Applies the "kiss of death" debuff to the enemy for sometime. This effect increase any incoming damage dealt to the enemy. When the effect expires, a curse zone is formed near the enemy for sometime. All the enemies in the zone receive periodic magical damage.
"Kiss of Death" debuff duration: 3/4/5/6 seconds "Kiss of Death" damage increase: 10%/15%/20%/25% Curse Zone Duration: 8/10/12/14 seconds Curse Zone Damage Increased: 160%/180%/210%/250% Curse Zone max number of player: 3/4/5/6 Curse Zone max number of monsters: unlimited Curse Zone Damage Intervals: 2 seconds
-
Ogull got a reaction from Nolan in Death Knight - Complete Skill Analysis and Mechanics (v9.2.0)
Important
Some of the numbers mentioned in the post are the result of testing skill and may not represent the actual number of the skill. numbers colored in Purple are highly doubted and needs more testing to figure out better. special thanks to @Akasha for helping make this guide possible, Thank you very much!. if you find any spelling or number error, please do tell me to fix it.
Description
Death Knight is a truly flexible tank, capable of dealing high amount of physical (and somewhat magical) damage while having high amount of defense, and getting stronger the more enemies gather around him, due to his skill set death knight are excellent at holding large amount of monsters with ease, a forgotten tank in recent years... death knight can still get the job done in his own way
Offense: 3.5/5
Defense: 4.5/5
Support: 1.5/5
Base Skills
Devotion
Type: Passive
Increase character's Energy regeneration by 3
Thorn of Death
Type: Active
Usage Range: melee
Energy Cost: 11/12/13/14/15 units
Cooldown: 9 seconds
Blow that deal increased physical damage.
Physical damage increase: 103%/105%/107%/109%/111%
Extra Information:
the basic damage skill takes more than your physical damage into consideration when calculating the amount of damage it deal, however i failed to obtain the correct formula for that, so all i have is the testing i did on the skill to work with...
Exhalation of Darkness
Type: Active
Usage Range: melee
Energy Cost: 13/14/15/16/17 units
Cooldown: 10 seconds
Bewitches your weapon in order to deal increased magical damage during the next auto attack and stun the enemy for sometime.
Magical damage increase: 150%/160%/170%/180%/190% Weapon Bewitching duration: 4 seconds Stun Duration: 2/2.5/3/3.5/4 seconds
Extra Information:
similar to thorns, the damage this skill deals is different depending on not just your damage, skill level, your level etc...
Provocation
Type: Active
Usage Range: 5 yards
Energy Cost: 7/8/9/10/11 units
Cooldown: 8 seconds
Attract the target's attention and makes the hostile monster attack you.
Aggression amount: 7500/12500/20000/25000/30000 Aggression Duration: 6/7/8/8/9
Extra Information:
Aggression amount get applied at the start of the effect, the debuff placed on the enemy will increase aggression from any attacks up to x3 times!
Threads of Darkness
Type: Active
Usage Range: 5 yards
Energy Cost: 16/17/18/19/20 units
Cooldown: 22 seconds
Moves the selected target's closer to the death knight, the enemy will suffer from increased damage from any attack for a while.
Damage increase: 4%/6%/8%/10%/12% Debuff Duration: 4/5/6/7/8
Extra Information
Threads damage increase happen to any attack dealt to the target not just from yourself but from anyone that is attacking the target!
for the duration of the debuff, the enemy is rooted in place
Dark Shield
Type: Active
Usage Range: Instant
Energy Cost: 18/19/20/21/22 units
Cooldown: 30 seconds
With some chance, allows the death knight to ignore some of the damage received in accordance with his armor.
Chance to trigger: 30%/45%/50%/60%/75% amount of damage ignored: 1 point of damage for every 27 armor
Extra Information
Dark Shield damage reduction only work with your raw armor, meaning % armor increase from any source does not increase the effect of the skill, skills like aura, shaman shield, charmer shield that increase armor does not increase the effect of the skill, this also include guild 15% armor increase
Experts
Death Call
Type: Active
Usage Range: Instant
Energy Cost: 20 units
Cooldown: 14 seconds
All enemies with the radius of death call will attack the death knight, enemies near the death knight will receive magical damage for the duration of the effect.
Magical damage dealt: 50%/60%/70%/80% aggression amount: 10000/20000/40000/80000 Effect Duration: 6 seconds 1.5 seconds interval between damage pulses (equal 4 pulses of damage)
Extra Information
The Aggression death call deal, only applies when initially casted, enemies that get hit with the skill afterward does not get aggression
Steel Hurricane
Type: Active
Usage Range: Instant
Energy Cost: 18 units
Cooldown: 14 seconds
A strike that deal physical damage to all enemies within 1 yard radius.
physical damage: 70%/80%/100%/120%
Saturation
Type: Active
Usage Range: Instant
Energy Cost: 18 units
Health Consumption: 10% of max health
Cooldown: 30 seconds
Increase death knight "steal health" parameter for sometime.
steal health increase: 10%/15%/20%/25% buff duration: 8/10/12/15 seconds
Sharp Shadow
Type: Active
Usage Range: 3 yards
Energy Cost: 18 units
Cooldown: 14 seconds
Magical attack that deals damage to enemy with a chance of stunning them, the character also restore health equal to a portion of damage dealt if under the effect of saturation.
Magical damage dealt: 200%/250%/300%/350% Stun chance: 35%/45%/55%/80% Stun Duration: 2/2.5/3/3.5 seconds health restored: 20%/30%/40%/50%
Blow of Silence
Type: Active
Usage Range: melee
Energy Cost: 18 units
Cooldown: 14 seconds
Bewitches the character weapon in order to deal increased damage and silence the target for sometime.
damage increase: 5%/15%/20%/25% Bewitching Buff Duration: 6/7/8/9 Silence Duration: 3.5/4/4.5/5 seconds
Extra Information
Contrary to what the skill description say ingame, the skill does not deal increased magical damage! nor does it disarm the target, the skill increase damage in general, meaning both physicals and magical damage is increased, while the skill silence and not disarm!
the bewitching effect won't ware off with failed attack, but until the duration of the skill expires
Secret Reserve
Type: Passive
Cooldown: 120 seconds
When health get to a critical level, death knight gets a big boost to health regeneration and regeneration rate.
Health Regeneration Increase: 200%/300%/400%/500% Regeneration Rate: 2.8/2.5/2/1.7 Buff Duration: 12 seconds
Aura of Hatred
Type: Active
Usage Range: Instant
Energy Cost: 26 units
Cooldown: 60 seconds
Increase physical and magical power of the character as well as his physical and magical defense.
damage/defense increase: 5%/7%/10%/15% Buff Duration: 15/20/30/45 seconds
Blood Protection
Type: Active
Usage Range: Instant
Energy Cost: 20 units
Cooldown: 22 seconds
Decrease all incoming damage done to the character for a period of time.
damage decreased: 20%/30%/40%/50% Buff Duration: 5/6/7/8 seconds
Knight's Curse
Type: Active
Usage Range: 4 yards
Energy Cost: 24 units
Cooldown: 30 seconds
Applies the "kiss of death" debuff to the enemy for sometime. This effect increase any incoming damage dealt to the enemy. When the effect expires, a curse zone is formed near the enemy for sometime. All the enemies in the zone receive periodic magical damage.
"Kiss of Death" debuff duration: 3/4/5/6 seconds "Kiss of Death" damage increase: 10%/15%/20%/25% Curse Zone Duration: 8/10/12/14 seconds Curse Zone Damage Increased: 160%/180%/210%/250% Curse Zone max number of player: 3/4/5/6 Curse Zone max number of monsters: unlimited Curse Zone Damage Intervals: 2 seconds
-
Ogull got a reaction from Higgings in Death Knight - Complete Skill Analysis and Mechanics (v9.2.0)
Important
Some of the numbers mentioned in the post are the result of testing skill and may not represent the actual number of the skill. numbers colored in Purple are highly doubted and needs more testing to figure out better. special thanks to @Akasha for helping make this guide possible, Thank you very much!. if you find any spelling or number error, please do tell me to fix it.
Description
Death Knight is a truly flexible tank, capable of dealing high amount of physical (and somewhat magical) damage while having high amount of defense, and getting stronger the more enemies gather around him, due to his skill set death knight are excellent at holding large amount of monsters with ease, a forgotten tank in recent years... death knight can still get the job done in his own way
Offense: 3.5/5
Defense: 4.5/5
Support: 1.5/5
Base Skills
Devotion
Type: Passive
Increase character's Energy regeneration by 3
Thorn of Death
Type: Active
Usage Range: melee
Energy Cost: 11/12/13/14/15 units
Cooldown: 9 seconds
Blow that deal increased physical damage.
Physical damage increase: 103%/105%/107%/109%/111%
Extra Information:
the basic damage skill takes more than your physical damage into consideration when calculating the amount of damage it deal, however i failed to obtain the correct formula for that, so all i have is the testing i did on the skill to work with...
Exhalation of Darkness
Type: Active
Usage Range: melee
Energy Cost: 13/14/15/16/17 units
Cooldown: 10 seconds
Bewitches your weapon in order to deal increased magical damage during the next auto attack and stun the enemy for sometime.
Magical damage increase: 150%/160%/170%/180%/190% Weapon Bewitching duration: 4 seconds Stun Duration: 2/2.5/3/3.5/4 seconds
Extra Information:
similar to thorns, the damage this skill deals is different depending on not just your damage, skill level, your level etc...
Provocation
Type: Active
Usage Range: 5 yards
Energy Cost: 7/8/9/10/11 units
Cooldown: 8 seconds
Attract the target's attention and makes the hostile monster attack you.
Aggression amount: 7500/12500/20000/25000/30000 Aggression Duration: 6/7/8/8/9
Extra Information:
Aggression amount get applied at the start of the effect, the debuff placed on the enemy will increase aggression from any attacks up to x3 times!
Threads of Darkness
Type: Active
Usage Range: 5 yards
Energy Cost: 16/17/18/19/20 units
Cooldown: 22 seconds
Moves the selected target's closer to the death knight, the enemy will suffer from increased damage from any attack for a while.
Damage increase: 4%/6%/8%/10%/12% Debuff Duration: 4/5/6/7/8
Extra Information
Threads damage increase happen to any attack dealt to the target not just from yourself but from anyone that is attacking the target!
for the duration of the debuff, the enemy is rooted in place
Dark Shield
Type: Active
Usage Range: Instant
Energy Cost: 18/19/20/21/22 units
Cooldown: 30 seconds
With some chance, allows the death knight to ignore some of the damage received in accordance with his armor.
Chance to trigger: 30%/45%/50%/60%/75% amount of damage ignored: 1 point of damage for every 27 armor
Extra Information
Dark Shield damage reduction only work with your raw armor, meaning % armor increase from any source does not increase the effect of the skill, skills like aura, shaman shield, charmer shield that increase armor does not increase the effect of the skill, this also include guild 15% armor increase
Experts
Death Call
Type: Active
Usage Range: Instant
Energy Cost: 20 units
Cooldown: 14 seconds
All enemies with the radius of death call will attack the death knight, enemies near the death knight will receive magical damage for the duration of the effect.
Magical damage dealt: 50%/60%/70%/80% aggression amount: 10000/20000/40000/80000 Effect Duration: 6 seconds 1.5 seconds interval between damage pulses (equal 4 pulses of damage)
Extra Information
The Aggression death call deal, only applies when initially casted, enemies that get hit with the skill afterward does not get aggression
Steel Hurricane
Type: Active
Usage Range: Instant
Energy Cost: 18 units
Cooldown: 14 seconds
A strike that deal physical damage to all enemies within 1 yard radius.
physical damage: 70%/80%/100%/120%
Saturation
Type: Active
Usage Range: Instant
Energy Cost: 18 units
Health Consumption: 10% of max health
Cooldown: 30 seconds
Increase death knight "steal health" parameter for sometime.
steal health increase: 10%/15%/20%/25% buff duration: 8/10/12/15 seconds
Sharp Shadow
Type: Active
Usage Range: 3 yards
Energy Cost: 18 units
Cooldown: 14 seconds
Magical attack that deals damage to enemy with a chance of stunning them, the character also restore health equal to a portion of damage dealt if under the effect of saturation.
Magical damage dealt: 200%/250%/300%/350% Stun chance: 35%/45%/55%/80% Stun Duration: 2/2.5/3/3.5 seconds health restored: 20%/30%/40%/50%
Blow of Silence
Type: Active
Usage Range: melee
Energy Cost: 18 units
Cooldown: 14 seconds
Bewitches the character weapon in order to deal increased damage and silence the target for sometime.
damage increase: 5%/15%/20%/25% Bewitching Buff Duration: 6/7/8/9 Silence Duration: 3.5/4/4.5/5 seconds
Extra Information
Contrary to what the skill description say ingame, the skill does not deal increased magical damage! nor does it disarm the target, the skill increase damage in general, meaning both physicals and magical damage is increased, while the skill silence and not disarm!
the bewitching effect won't ware off with failed attack, but until the duration of the skill expires
Secret Reserve
Type: Passive
Cooldown: 120 seconds
When health get to a critical level, death knight gets a big boost to health regeneration and regeneration rate.
Health Regeneration Increase: 200%/300%/400%/500% Regeneration Rate: 2.8/2.5/2/1.7 Buff Duration: 12 seconds
Aura of Hatred
Type: Active
Usage Range: Instant
Energy Cost: 26 units
Cooldown: 60 seconds
Increase physical and magical power of the character as well as his physical and magical defense.
damage/defense increase: 5%/7%/10%/15% Buff Duration: 15/20/30/45 seconds
Blood Protection
Type: Active
Usage Range: Instant
Energy Cost: 20 units
Cooldown: 22 seconds
Decrease all incoming damage done to the character for a period of time.
damage decreased: 20%/30%/40%/50% Buff Duration: 5/6/7/8 seconds
Knight's Curse
Type: Active
Usage Range: 4 yards
Energy Cost: 24 units
Cooldown: 30 seconds
Applies the "kiss of death" debuff to the enemy for sometime. This effect increase any incoming damage dealt to the enemy. When the effect expires, a curse zone is formed near the enemy for sometime. All the enemies in the zone receive periodic magical damage.
"Kiss of Death" debuff duration: 3/4/5/6 seconds "Kiss of Death" damage increase: 10%/15%/20%/25% Curse Zone Duration: 8/10/12/14 seconds Curse Zone Damage Increased: 160%/180%/210%/250% Curse Zone max number of player: 3/4/5/6 Curse Zone max number of monsters: unlimited Curse Zone Damage Intervals: 2 seconds
-
-
Ogull reacted to Higgings in Higgings, EU-EMERALD
It was a hard period and a very troublesome year for many of us, but may this new year be full of accomplishments and happiness both in game and in real life. My sincere best wishes to the entire Warspear Online's Community!
-
Ogull got a reaction from TheCaster in RIDICULOUS INJUSTICE - DK VS PLA
a new one joined the bandwagon xD
actually its a 120 seconds cooldown
-
Ogull got a reaction from lore in Dungeon Suggestion
i would like to add that seeing what dungeon drop (in a party that is) shouldn't be just for the leader of the party
-
Ogull got a reaction from Nolan in Dungeon Suggestion
i would like to add that seeing what dungeon drop (in a party that is) shouldn't be just for the leader of the party
-
Ogull got a reaction from Higgings in Dungeon Suggestion
i would like to add that seeing what dungeon drop (in a party that is) shouldn't be just for the leader of the party
-
Ogull got a reaction from Speedom in [2021.01.01] 2020 results in infographics
54532 mermen dungeon was completed, 1893 gear dropped...
-
Ogull got a reaction from Lashabi in [2021.01.01] 2020 results in infographics
54532 mermen dungeon was completed, 1893 gear dropped...
-
Ogull got a reaction from Madz101 in Problem on android phones
yeah this have happen to me too a while back, thou the game doesn't do that anymore to me...
-
Ogull got a reaction from TheCaster in [2021.01.01] 2020 results in infographics
54532 mermen dungeon was completed, 1893 gear dropped...
-
Ogull reacted to lore in [2021.01.01] 2020 results in infographics
thats about 0,1% chance to drop AN mermen equipment piece, counting that there 3 categories with 8 pieces in each aka in total 24 pieces, it makes that an WAY lower chance that the item you need will ever pop out. may u be blessed on the next dungeon runs
-
Ogull reacted to Holmes in [2021.01.01] 2020 results in infographics
Friends!
We're gladly presenting the long-awaited infographic for 2020. To summarize, we have highlighted the most interesting and memorable moments.
Share your impressions and gather your strength, because this year will be full of surprises!
AIGRNID