In the current day, TSS manages to have both pitiful aoe coverage and mediocre damage. Fightning one on one is okay, but crowd clear on builds like trozan is just awful.
Second node is kinda lacking, the dot it provides has an okay value compared to flat, as it should in theory compensate to skill’s gargantuan cooldown, but in reality, flat can hit x times per hit (5 on trozan, for instance) and dot doesnt stack. Maybe there’s a playtstyle to be had (in FoA xdd), DoT TSS and stuff, but as of now the second node is a 1-pointer. The spread with low radius also makes high on paper damage dissapear against human-sized enemies.
I propose killing two birds with one comet, by adding scaling aoe bonus to second node. Like 0.5 to 2.0 at hardcap, should be good.
Also not a fan of “chance of x lightning damage” last nod. As if TSS needs a mini-casino to roll even more pitiful damage if Shattered Star doesn’t proc.
If this is based on the idea of covering probability with the number of shells, I would like you to include increasing the number of shells in the base part.
it’s still just regular additive% scaled dmg the way %dmg works on base skill nodes too like items, (only difference is where it falls in order of conversion )
Chance based lightning damage fits the theme they are going for with that damage type - probably inspired by how it worked in Diablo 2? Can’t be sure ofc.
Idea for scaling radius on the middle note is good tho, skill itself is quite annoying already in how dependent it is on the enemy character’s model size. Middle node makes sense because as mentioned it’s mostly a one pointer in the current game.
But then you take it for the other stuff, not so much the damage boost from the % damage.
I always thought it modifies the base damage of the skill, before the global % is applied. Though I have never paid much attention to it (obviously). So if you get +100% damage on a node it effectively doubles the base damage.
it technically does work that, base dmg just isn’t multiplicative with global
and since it’s modifying base dmg, is why it then applies with conversion, unlike global
It is easy to see the challenges that pure TSS faces as a clear skill when you try to level with it. Before you have any devo procs (which clean up packs), TSS is borderline unplayable as a main skill.
In endgame its aoe scaling is mainly related to stacking mods for the skill via specific items, which means that any variations that cant/wont use those items are sad. Baking the scaling into the skill makes everybody just a little bit happier.
Yeah so if you have 10 base damage, +100% base damage and +200% global damage you get 10 + 10 + 20 = 40 damage. And not 10 + 10 = 20 (on skill) → 200% global → 60 total.
Other question then. Does the weapon damage on a skill scale with the skill % damage? (Sorry for the slight off-topic questions)
yes, and it can even double dip on “conversion” in some instances iirc (still just additive but something is something) - not 100% sure i recall the double dipping right, but there was some funny stuff with Bone harvest before dread got changed to %all dmg iirc