when 5 ashes dread go into rage mode (<50%hp) with +25 tdm this attack can do insane amount of dmg NONCRIT straight oneshotting 20k hp chars even without amplicorium unless it has insane amount of defense layer. on chars without insane defense layers (3k armor 20 pdr 26 reduced dmg no %dmg absorb) i still see it do upwards of 28k-30k per noncrit hit
not that im against oneshot hit attacks but i think the telegraph animation should look more unique like the sunder attack. it looks a tad too similar to the other petrify claw attack that is weaker (yea i know its different hand but still)
Level 112 Dread
1983 phys dmg + 2331 vit dmg + 100% WD
WD = 1098-1468 phys dmg + 445 phy dmg + 592 vit dmg
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In total, 3711 phys + 2923 vit
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My mechanism testing post shows about 10x magnification for phys dmg, and 13x for other dmg. Though the post focused on nemesis boss, Dread has close stats.
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~37k phys dmg + 38k vit dmg
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25% TDM, 26% RD
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~34k phys dmg + 35k vit dmg
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20% phys res + 3k armor (armor works 3 times for 3 different sources) + 92% armor absorption, 80% vit res
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19k phys dmg + 7k vit dmg = 26k in total
i have non zdps char that can facetank this attack (not gonna say it obv). if u are not a cheater gameplay loop has always been about farming, zdps is never a good thing since u just take longer to kill things and collect loot.
i just dislike the…disssonance of the telegraph of this attack where it does not oneshot in normal mode but ramps up to oneshot mode past 50 hp with no visual indication of its powerup. its visual similarity to the weaker petrify attack that wont ever oneshot any decent endgame char does not help either
(really need to highlight my main point since nobody besides maybe pinball get my main point)
I’m guessing this move is that sweeping attack. It raises its claw and strikes a pose first, giving you a bit of reaction time — you should get out of there fast. I think as a terrifying being, it’s perfectly normal for Dread to have a one-shot move. If anything, maybe its windup should be more obvious, so everyone knows that if they don’t run, they’re dead. But I don’t think that’s necessary — after running into it a few times, you’ll naturally get used to it.
it’s not really that deep
there’s a lefthand swipe and right hand swipe, one is faster than the other, but still same but “other side”, in either case you just avoid because red swipe
Pretty sure none of the bosses actually have any enrage indicator, or atleast i’ve never noticed such “buff” icons, and we’ve always just gone by their health threshold, or “feel”
what is your source on 10x magnification? shouldn’t it be calculateably from damage bonus percentage from going ascendant mode? could you link that post please?
also why does your calculation include 25%TDM
and what is your source on “armor works 3 times for 3 different sources” ?
does that mean if my attack does 200% Weapon damage and 200 phys damage (scaled by +% ofc), then enemy armor is applied to the WD and the flat damage part individually too?
Mogdrogen does have an indicator. When enrage is on, he has a lightning effect on him, kinda like a tuned down Storm Box. Which is how I noticed that sometimes, if you die to him, the enrage doesn’t deactivate and you’re restarting the fight with Mog already enraged from the beginning. Which in turn makes me wonder if other bosses suffer from the exact same bug and we just can’t see it.
i think you misunderstand/mix things up
Attacks can have more than 1 dmg source, %wd in particular can have many sources, 12 flat on a ring, 12 flat on augment, component, rebuke, buff, etc etc
Each of those is an individual source that is then combined in your sheet/weapon attack, but, because in GD/tq engine physical and armour is special, it’s not actually fully merged for dmg calc.
So the 12 flat from ring(+%bonus and wd scaling) is checked against armour, the flat from the augment, the component, the rebuke buff etc
Dread then has 3 sources of phys, 2x “buff”/passive flat, that goes in the %WD, and 1x native in the attck, for 3 sources or 3x armour check in that one attack
*might be slightly outdated in terms of conversion/phys res order, but armour v source interaction should still be there OneDrive
^Mechanics Guide
atleast for player, they don’t expire until their duration has actually run out, once triggered they run their full duration even if you go back to 100% health.
I’d always assumed it’s the same for Celestials, but legit never asked
Doesn’t seem consistent, I’ve 100% ran Mog fights multiple times where the enrage went away and the fight fully reset when I died. Could probably find the footage somewhere but too lazy today.