The counteroffensive talent grants %[x] increased All Damage when you have fortify greater than 50% of your maximum hp. However, having 0 fortify or 4261/4261 fortify makes no difference to the All Damage stat line in the character sheet. I have 6/3 counteroffensive for 24% damage increase when over 50% fortify.
The damage increase works, as tested with thorns which has a static output, 782 thorns damage on a wolf with 0 fortify, 973 thorns damage on the same wolf with 50% fortify. It does work. However, this damage increase should be reflected on the stat sheet when it is active, and it is not reflected on the stat sheet.
It should increase your âAll Damageâ by taking (all damage% * 1.24) any time you have fortify >= 50% max hp. Which is basically all the time once you start fighting if you use counter offensive and either fortify aspect.
If thereâs a difference in damage it just might be placed somewhere else. Damage while Fortify maybe?
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I looked for it in all offensive categories and could not find it. It is also not while fortified. 50% max hp as fortify is not the condition for fortified.
Again, for any devs that see this, the passive talent DOES work, its just not showing up in the stat sheet.
Counteroffensive is a multiplicative bonus as represented by the [x]. This would not be found on the stat sheet as those only show additive [+] bonus like from paragon.
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Oh, that is good to know. So no multiplicative modifiers appear in the stats? They are all hidden?
Multiplicative bonuses show on the stat screen and as buff icons above the skill bar.
Which ones (other than Counteroffensive) arenât showing?
Conditional multipliers typically arenât shown until the conditions are met. Retribution (damage vs stunned) will show when you are not in town.
Off the top of my head I donât think edgemasterâs shows anything either. I also donât think it works tbh.
I am currently wearing an edgemasterâs my DS and Frenzy tooltips do not adjust based on my current fury, this is easily testable by recording the tooltip range at 0 fury and 0 other buffs, then filling fury to 100 and rechecking, then just watching it tick down to 0. If it worked skills should constantly change damage, they do not though. Also 40% damage on a 2h should be incredibly easy to see when using frenzy at 0 fury and again at 100 fury. The bottom end of a non-crit 40%[x] increased frenzy should be far higher than the top end of a non-crit with 0 fury. Just swing a few times at 0, and get an idea of your low end damage. Then get 100 fury and watch for that low end number to pop back up. You will still see it at 100 fury, which should be impossible if the aspect worked.
E.g. With a 40% edgemasters aspect (perfect roll on 2h) lets say frenzy hits for 1000-2000 at 0 fury. With 100 fury you should hit for 1400-2800. Therefore with 100 fury hitting for 1000 once you fill your fury should never happen vs the same type of mobs under the same condition. But it does happen right now. And it did happen last patch too.
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Itâs probably bugged. I might take it off.
Inner Calm, The Expectant, and Earthquake all have buff icons. Those are 3 multipliers that I can think of offhand.
I believe Slaying Strike, Wallop, and a few other [x] passives show on the stat screen when the conditions are met. Itâs harder to see on console because our buffs only last for .3157 seconds.
No Mercy is additive [+] but also does not appear to work according to the stat screen. There are no categories called âcritical strike vs stunnedâ, âcritical strike vs immobilizedâ, âcritical strike vs slowedâ even with the skill chosen and outside town. Itâs possible that it functions, figuring out if 9% crit is correctly applying conditionally is pretty tough without a combat log. But, it not showing in the stat screen makes me suspect it may not work. It is also possible that it is currently a multiplicative stat even though the tooltip states it is additive. 9% * 0 in each of these categories would still be 0. And my next example clearly demonstrates that some tooltips have + and x inverted.
Aspect of Smiting increases critical strike chance additively vs injured, which is similar to how no mercy works, but is injured rather than stun/slow/immobile. Which suggests no mercy should be appearing in the stat screen but just is not. Also smiting aspect is listed as multiplicative [x], but is actually additive on the stat screen. So, these effects are all kinds of screwed up at the moment. â the crowd control duration portion of Smiting is also listed as multiplicative [x], but is additive. These effects should be additive as they are imo, they would be very weak multiplicative.
Photo proof the aspect is [+] despite saying [x]
Aspect equiped
https://i.imgur.com/vYxTejU.png
Aspect unequiped
https://i.imgur.com/4g52oZt.png
I can take my amulet with smiting on it off, and my crowd control duration bonus goes from 72% to 12%. Gaining +60% from wearing smiting. Rather than gaining 7.2% which is 60% gain multiplicatively on a base of 12%.
Slaying strikes does not appear in the stat screen either. I have taken 3/3 slaying strikes, and put on a 2h axe with +40% damage to injured enemies. The stat screen shows âDamage vs Injured 40.0%â. It should report (0.4 * 1.23 = 0.492) or 49.2% with a 40% on a weapon and [x]23% from slaying strikes.
All of this is from PC patch 1.1.1 8/12/23
Did you go out of town to check if Slaying Strike shows up?
Yes outside town. It doesnât work.
Slaying strikes 3/3
https://i.imgur.com/8MeuYWU.png
2h axe with +40 Damage vs Injured equiped with slaying strikes 3/3
https://i.imgur.com/SGYaHGp.png
Try having each weapon type assigned to a skill and see if it pops up after swinging a specific weapon.
Slaying strikes does not report in the stat sheet as it should. However, with thorns testing it is verified to work, and it adds multiplicative damage to your existing "damage vs injured " stat exactly as intended. However, if you have 0 stat, you gain 23% additively. each point of slaying strikes increase the amount of thorns damage done to mobs that are under 35% hp. At no point does it report though.
It functions multiplicatively as designed, unless you have none, then it is additive. However, even with the stat equipped it does not report correctly in the character sheet in conjunction with slaying strikes.
If you have 0% damage vs injured 3 points of slaying strikes will add 23% damage, taking you to 23% damage vs injured (this is an additive function and only occurs if you have 0 existing dmg vs injured stat)
If you have 100% damage vs injured, 3 points of slaying strikes will add 23% damage vs injured, taking you to 123% damage vs injured.
If you have 50% damage vs injured, 3 points in slaying strikes will add 11.5% damage vs injured taking you to 61.5% damage vs injured.
If you have 1000% damage vs injured, 3 points in slaying strikes will add 230% damage vs injured taking you to 1230% damage vs injured.
The skill is actually stronger at 0% dmg vs injured than at any point from 1% to 99% on your gear, then at 100% on gear its the same amount added as 0% on gear, and after 100% it scales better as all multiplicative things do.
Devlopers, please make slaying strikes properly reflect in the character stat sheet.
Edit: correction added from further testing.
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