Avatar Of Undoing Does What Type Of Dmg


Edit : See my new math in my second post ! I did mistakes.
Avatar of the Slaughter
Ascendancy notable Passive Skill
Avatar of the Slaughter passive icon.png
2% increased Movement Speed per Frenzy Charge
+1 to Maximum Frenzy Charges
3% increased Attack Speed per Frenzy Charge
3% increased Attack Damage per Frenzy Charge
+
Way of the Poacher
Ascendancy notable Passive Skill
Way of the Poacher passive icon.png
10% increased Attack Speed
15% chance to gain a Frenzy Charge on Kill
http://pathofexile.gamepedia.com/Avatar_of_the_Slaughter
Avatar of the Chase
Ascendancy notable Passive Skill
Avatar of the Chase passive icon.png
20% increased Attack Damage during Onslaught
50% increased Onslaught Effect
25% more chance to Evade Melee Attacks during Onslaught
15% more chance to Evade Projectile Attacks during Onslaught
+
Rapid Assault
Ascendancy notable Passive Skill
Rapid Assault passive icon.png
20% increased Attack Damage
20% chance to gain Onslaught for 3 seconds on Kill
http://pathofexile.gamepedia.com/Avatar_of_the_Chase
I picked 2 extra frenzy from my tree plus de bandit reward (I could pick a skill instead) so I'm with 5 skill pts which could be 5x15,8% physical dmg with bows.. (yeah i know, not only bows are usable with frenzies)
But look at this. This is illogical.. I have a total of 7 frenzy. So with Avatar of the Slaughter, I have, from my tree, -5 skill pts, 4% evasion per frenzy which is 28% (and it give only like 3-5% chance to evade wtf), 18% increased duration on frenzy from the tree + 2x18% ascendant = 54% (who care !?, I'm not planning to go afk between 2 packs of mob..), 31% attack speed, 21% attack dmg, 14% run speed, 15% chance to win a frenzy on kill, but blood rage do it already.. Maybe we can gain 2x and be better for some builds ?
The avatar of chase give 10% attack speed, 20% attack damage, 20% chance to gain onslaught 3 sec. on kill. When onslaught is activated, we also gain 30% attack damage (total 50%), 30% attack speed (total 40%), 30% run speed, 25% more chance to evade melee, 15% more chance to evade projectiles.
The way I see this : frenzy is better to kill 1 mob at a time (bosses) and onslaught to kill mobs. 99% of the time we fight mobs, BUT i guess in hardcore the boss killing is more important to stay alive ? I find it unfair anyway.. I spent 10 undo to remove the frenzy branch I started. The onslaught seem better for every builds, especially for a ranger since it give more defences.. During a boss fight, we can activate our flasks to gain the onslaught.. And don't forget it costed me 5 skill pts and if I want shity no hp gear giving frenzy, I lose even more potential..
My suggestion would be to boost the Avatar of slaughter this way :
3% increased Movement Speed per Frenzy Charge
+2 to Maximum Frenzy Charges
4% increased Attack Speed per Frenzy Charge
4% increased Attack Damage per Frenzy Charge
3% increased evasion rating per frenzy charge
Note that I play archer. If this is balanced this way for good reasons, tell me them.. I will learn :D
Last edited by destrock on Oct 11, 2016, 11:32:25 PM
Posted by
on Oct 11, 2016, 8:46:45 PM
Congratulations, you just designed a Frenzy Charge notable passive that is.. well, very slightly OP?
I guess we can safely assume that most builds which take Avatar of the Slaughter have 8 Frenzy charges, though it is not unrealistic to get 10. That is:
16% movement speed
24% attack speed
24% attack damage
+1 frenzy charge (which is 4% attack/cast speed and 4% MORE damage)
Avatar of the Chase gives:
20% damage (if you have Onslaught)
25% more chance to Evade Melee Attacks during Onslaught
15% more chance to Evade Projectile Attacks during Onslaught
10% movement speed (if you have onslaught)
10% attack/cast speed
So in total, the Slaughter version gives more attack speed, movement speed and damage, while the other one gives more chance to evade. Seems balanced to me.
Also, Frenzy charges are easier to keep up than Onslaught cause they last much longer and can be kept up during boss fights. I would chose Slaughter over Chase, personally.
Your version would, even with only 10 Frenzy charges which would be really easy to reach with +2 from the passive notable, result in, including the Frenzy charges:
30% movement speed
40% increased attack damage
80% increased attack speed
40% increased cast speed
40% MORE damage
30% increased evasion rating (which honestly doesn't do all THAT much)
I also don't get where you get your -5 skill points from the tree from. You get Frenzy charges from them, which are pretty strong.
Posted by
Char1983
on Oct 11, 2016, 9:13:11 PM
Hmmm an ascendancy that has a low proq% and only sustains for 3 seconds outside of flasks or a buff thats permanently on and doesn't depend 'on kill'.
Yeah, i guess the permanent one needs a buff.
Not going to happen.
I used raider last league, taking the onslaught path never even crossed my mind.
Peace,
-Boem-
Questionnaire on cognitive dissonance,
If = a transwomen joins a womens group and interupts women from speaking
does = she exhibit male privilege and toxic masculinity?
Posted by
Boem
on Oct 11, 2016, 9:49:54 PM
the frenzy and onslaught paths are for different builds
frenzy charge is for more glass cannon'y one. onslaught for more defensive one
my 2h melee acro raider has 6 charges. endurance charges. and 4 frenzy charges. this means that onslaught bath is strictly better dps wise in my case
in contemplated taking one passive from each but i can keep up my frenzy charges just fine with blood rage (i outregen it anyway) and defensive boost i get from endurance charges is very significant + with onslaught path' bonus i simply can ignore most attacks in the game
raider tree is a bit bland - esp the first phasing node that reads '6% dodge + stuff you get anyway' but it is quite fun bland skillset to play - suiting both very offensive and defensive playstyles just like a good ascendancy should
Posted by
sidtherat
on Oct 11, 2016, 10:09:10 PM
'
I guess we can safely assume that most builds which take Avatar of the Slaughter have 8 Frenzy charges, though it is not unrealistic to get 10. That is. /// Your version would, even with only 10 Frenzy charges which would be really easy to reach with +2 from the passive notable

If you take frenzies from the tree and from the gear, you end up with a shity character compared with a character sticking with the 3 base frenzy and bigger dps/defence/hp gear.
'
+1 frenzy charge (which is 4% attack/cast speed and 4% MORE damage)

Ah yeah I just verified,they changed this. It add damage now. It does change the math :P And I think I forget to add the 4% attack speed from every charges. Sigh, I'll calculate again :
I picked 2 extra frenzy from my tree plus the bandit reward (I could pick a skill instead) so I'm with 5 skill pts which could be 5x15,8% physical dmg with bows.. (yeah i know, not only bows are usable with frenzies). (Where I take that 5 pts ? 1 for the bandits, if we kill them 3, and we need 2x2 pts in the tree in order to pick +1 frenzy charges, from the ranger starting area.) I lack pts right now to pick the big archery half moon nodes. I could pick them. I would have 79% increased physical damage with bows instead of 12% attack speed and 12% dmg (plus hatred and herald of ash that come with).
I have a total of 7 frenzy (with the +1 from avatar of slaughter). So with Avatar of the Slaughter, I have -5 skill pts, 4% evasion per frenzy which is 28%, 18% increased duration on frenzy from the tree + 2x18% ascendant = 54%, 4x7 attack speed = 28% + 10% from the medium node = 38%, + 3x7% from the big node = 21% = 59% attack speed, 4x7% attack dmg = 28% + 3x7% = 49% attack dmg, 14% run speed, 15% chance to win a frenzy on kill, but blood rage do it already. Maybe we can gain 2x and be better for some builds ?
If I calculate with the 3 base frenzy and onslaught activated : The avatar of chase give 42% attack speed, 82% attack damage, 30% run speed, 25% more chance to Evade Melee Attacks, 15% more chance to Evade Projectile Attacks during Onslaught
To make it clearer :
Frenzy ---x7= 59% atk spd, 49% atk dmg, 14% run spd, -5 skill pts, 28% increased evasion----, 54% duration (15 sec.)
Frenzy ---x8= 66% atk spd, 56% atk dmg, 16% run spd, -5 skill pts, 32% increased evasion----, 54% duration (15 sec.)
Frenzy ---x9= 73% atk spd, 63% atk dmg, 18% run spd, -5 skill pts, 36% increased evasion----, 54% duration (15 sec.)
Onslaught x3= 42% atk spd, 82% atk dmg, 30% run spd, +5 skill pts, 25%/15% more chance evade, 3 sec.(with 30% boots the time refresh often)
My NEW suggestion would be to boost the Avatar of slaughter this way :
2% increased Movement Speed per Frenzy Charge
+2 to Maximum Frenzy Charges
3% increased Attack Speed per Frenzy Charge
4% increased Attack Damage per Frenzy Charge
2% increased evasion rating per frenzy charge
Frenzy ---x8-= 66% atk spd, 64% atk dmg, 16% run spd, -5 skill pts, 48% increased evasion----, 54% duration (15 sec.)
Frenzy ---x9-= 73% atk spd, 72% atk dmg, 18% run spd, -5 skill pts, 50% increased evasion----, 54% duration (15 sec.)
Frenzy ---x10= 80% atk spd, 80% atk dmg, 20% run spd, -5 skill pts, 52% increased evasion----, 54% duration (15 sec.)

Onslaught x3-= 42% atk spd, 82% atk dmg, 30% run spd, +5 skill pts, 25%/15% more chance evade, 3 sec.(with 30% boots the time refresh often)
Now, before saying it would be op, AGAIN, remember this is -5 skill pts and you will burn your mana and equip shity gear if you go x9 x10 x11.. It is supposed to be better than onslaught if you make a build only for this, and if you make a build only for this, it should worth the trouble..
Last edited by destrock on Oct 11, 2016, 11:37:28 PM
Posted by
on Oct 11, 2016, 11:28:53 PM
Do yourself a favor and learn the difference between 'increased' and 'more'.
Posted by
Char1983
on Oct 11, 2016, 11:32:47 PM
'
Do yourself a favor and learn the difference between 'increased' and 'more'.

I wont spend 10 hours just to write math lines 100% accurately.. There is too many variables based on our build and gear to make it clearer than I did. It would just confuse us more.
Posted by
on Oct 11, 2016, 11:43:20 PM
OK, well, then: With a fundamental lack of understanding of some rather basic game mechanics (more vs. increased), please do not think that your suggestions will turn out very good or balanced.
Posted by
Char1983
on Oct 11, 2016, 11:48:58 PM
'
OK, well, then: With a fundamental lack of understanding of some rather basic game mechanics (more vs. increased), please do not think that your suggestions will turn out very good or balanced.

Do it yourself, you seem to have plenty of time to waste and to know perfectly the mechanic.
Posted by
on Oct 12, 2016, 12:03:31 AM
Ok guys I'm lv 80 now. I have better stuff, more dps..
avatar of the chase lose power the higher lv we are lol.. I was used to love onslaught for the attack speed attack dmg run speed but when we 1-2 shot the mobs, the onslaught become useless and we don't even always have it. It's a chance on kill. So at the end they are equal and I think at my lv 90 I will pretty much prefer the frenzy branch. And i think, because of this, that we should have 10-15% more chance to gain it on kill and make it 25% longer or make another onslaught on kill and duration spot on the tree because with only one, it make it hard to pick. We can pick frenzies to 3-4 places in the tree..
Posted by
on Oct 22, 2016, 4:07:55 PM
Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty-two.
Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.
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Ace of diamonds — Vizier*
King of diamonds — Sun
Queen of diamonds — Moon
Jack of diamonds — Star
Two of diamonds — Comet*
Ace of hearts — The Fates*
King of hearts — Throne
Queen of hearts — Key
Jack of hearts — Knight
Two of hearts — Gem*
Ace of clubs — Talons*
King of clubs — The Void
Queen of clubs — Flames
Jack of clubs — Skull
Two of clubs — Idiot*
Ace of spades — Donjon*
King of spades — Ruin
Queen of spades — Euryale
Jack of spades — Rogue
Two of spades — Balance*
Joker (with TM) — Fool*
Joker (without TM) — Jester
* Found only in a deck with twenty-two cards
Balance: Your mind suffers a wrenching alteration, causing your Alignment to change. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you.
Comet: If you single-handedly defeat the next Hostile monster or group of Monsters you encounter, you gain Experience Points enough to gain one level. Otherwise, this card has no effect.
Donjon: You disappear and become entombed in a state of suspended animation in an extradimensional Sphere. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the Sphere. You can't be located by any Divination magic, but a wish spell can reveal the location of your prison. You draw no more cards.
Euryale: The card's medusa-like visage curses you. You take a -2 penalty on Saving Throws while Cursed in this way. Only a god or the magic of The Fates card can end this curse.
The Fates: Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other time before you die.
Flames: A powerful devil becomes your enemy. The devil seeks your ruin and plagues your life, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies.
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Gem: Twenty-five pieces of jewelry worth 2,000 gp each or fifty gems worth 1,000 gp each appear at your feet.
Idiot: Permanently reduce your Intelligence by 1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws.
Jester: You gain 10,000 XP, or you can draw two additional cards beyond your declared draws.
Key: A rare or rarer Magic Weapon with which you are proficient appears in your hands. The DM chooses the weapon.
Knight: You gain the service of a 4th-level Fighter who appears in a space you choose within 30 feet of you. The Fighter is of the same race as you and serves you loyally until death, believing the fates have drawn him or her to you. You control this character.
Moon: You are granted the ability to cast the wish spell 1d3 times.
Rogue: A nonplayer character of the DM's choice becomes Hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals it. Nothing less than a wish spell or Divine Intervention can end the NPC's hostility toward you.
Ruin: All forms of Wealth that you carry or own, other than Magic Items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears.
Skull: You summon an avatar of death-a ghostly HumanoidSkeleton clad in a tattered black robe and carrying a spectral scythe. It appears in a space of the DM's choice within 10 feet of you and attacks you, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 Hit Points, whereupon it disappears. If anyone tries to help you, the helper summons its own Avatar of Death. A creature slain by an Avatar of Death can't be restored to life.
Star: Increase one of your Ability Scores by 2. The score can exceed 20 but can't exceed 24.
Sun: You gain 50,000 XP, and a wondrous item (which the DM determines randomly) appears in your hands.
Talons: Every magic item you wear or carry disintegrates. Artifacts in your possession aren't destroyed but do Vanish.
Throne: You gain proficiency in the Persuasion skill, and you double your Proficiency Bonus on checks made with that skill. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently in the hands of Monsters, which you must clear out before you can claim the keep as. yours.
Vizier: At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with Wisdom on how to apply it.
The Void: This black card SpellsDisaster. Your soul is drawn from your body and contained in an object in a place of the DM's choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is Incapacitated. A wish spell can't restore your soul, but the spell reveals the location of the object that holds it. You draw no more cards.
  • Avatar of the Resolute is a big ol' meat stick that can swing in for heaps of damage. Barkhide Troll is a resilient threat that basically has Schrodinger's Hexproof as long as you leave up 1 mana. Benthic Biomancer could be good for the curve and the lacking card draw.
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