the skill named Blade trap in the Nightblade tree doesn’t enjoy flat bonus damage from any other sources. Like poison or internal trauma. All other active skills do. Is this a bug or a design by choice? Could it be possibly remedied in all the cases? I love this skill, yet the damage is so miniscule due to this
Blade Trap doesn’t scale with/have a portion of weapon damage to use any Poison or Internal Trauma from your weapon that skills like Merciless Repertoire add. It was tried long ago in Early Access and subsequently was removed as it apparently did not function correctly.
To my knowledge, they have not tried weapon damage on it again presumably for the same reason.
If your main damage type is neither Piercing nor Vitality, then you can use items that convert its native damage to the one you are using. And a good way to push its damage is by using +skill items.
I must agree, yes, but I love how the mob is stoped in throngs in their track by this skill. Yet they don’t receive any real damage (lvl 60 and it takes away like 1/15th of their HP). And I’m not concerned about weapon damage, but that it doesn’t add any flat damage from any other passives / divine trees / item flat bonuses
Unless you have some examples, all of those to me sound like flat damage that is added to your weapon. Try reading the section here to understand what I mean. Small note as well is that flat damage can be found everywhere and anywhere - not just on equipment.
That does not sound right. It might not kill the whole group, but should kill some and soften the rest significantly. Then again when I used it last time I probably paired it with a celestial skill and had other area effects going on, which dealt additional damage while they were being rooted.
I’ve the Merciless Repertoir a bit. And some other passives too. Most notably the character has zillions of Internal Trauma (five flats from the celestials, several bonus percentages and two flats from the Soldier Tree, Oleron’s rage almost maxed). Here’s two for the example:
A few people already answered you in great detail why this happens, yet you refuse to understand it. Blade Trap can only receive flat damage bonus from skill modifiers.
The “430 Poison damage over 5 seconds” on Merciless Repertoire and “3625-4865 Internal Trauma damage over 5 seconds” on Oleron’s Rage are flat damage that is added to your weapon. This is why Forcewave shows it but Blade Trap does not. It is dealt through the +% Main Hand damage on Forcewave when you check the skill and what damage it deals.
Like eis said above, Blade Trap is meant to be more of a support-based skill that helps by controlling crowds and making some of your other skills hit or crit enemies more often. It’s not designed as a big damage dealer. The damage on it is a little extra that can even heal you with points in Devouring Blades.
I see. I guess I refuse, because the damage is added to any active skill. Those that don’t use weapons as well. For example the Ring of Steel or Phantasmal blades. I get your answer it’s design by choice then. Thank you. But it makes me sad that other skills not using weapon can have this bonus and the Blade Trap can’t.
In this case you need to decide, if Blade Trap’s utility warrants to spend skill points despite the low damage output. The best synergy with Soldier would be by pushing Bleeding and Piercing damage. Anatomy of Murder would be your choice for the former, and you are already using Oleron’s Rage for the latter.
Arcanist has Olexra’s Flash Freeze as crowd-control skill and likewise it has no +%weapon damage stat, so it does not benefit from flat damage bonuses of other sources.
aside from its crowd control & heal from mobs function, blade trap build is still useful for farming monster infrequents from certain mobs you want to farm. nothing is useless in this game except when you use them against foes completely immune to them.