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Old Jan 04, 2009, 12:43 AM // 00:43   #21
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You know how poison tip signet does what apply poison sort of does(though it's a little weak comparatively and could use a buff so the next few arrows do poison). I was hoping Archers signet would do what RTW does(arrow speed and damage buff)...

It makes no sense that ARCHERS signet buffs spells you use... not to mention that any conditions you apply either don't need to last that long, can be reapplied easily or get removed... It may have been more viable before when it made bow attacks free...

Anyway, maybe some traps would be interesting if this did buff them, barbed or flame trap or something.
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Old Jan 04, 2009, 10:41 AM // 10:41   #22
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It works on traps (tested with Viper's Nest), but not pet attacks.

In it's old form it was rather awkward to use, awkward enough that it was rarely used and was widely considered to be one of the least useful elites. A buff to recharge and a debuff to effect might have made it more popular while preserving it's nature.

I don't see why it shouldn't work with spells, none of the other duration increasing skills are limited in such a way.
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Old Jan 04, 2009, 11:41 AM // 11:41   #23
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Quote:
Originally Posted by smilingscar View Post
Actually, I was confusing the percentage of Silencing mods with the reduction from runes and focus items (33% vs 20%). I now get 134.4364. I think you're multiplying by .33 when you should be be multiplying by 1.33 (as silencing should be increasing the duration, not lessening), big difference.
Yeah, ok. 19*1,33 and 19+(19*0,33) is pretty much the same though.

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Originally Posted by smilingscar View Post
The new equation is:
(19*1.33)*2=50.54 (length of dazed on target)
(50.54*1.33)*2=134.4364 (length of dazed on adjacent foes after epidemic)
...
That may not be practical, but it's still kinda cool.
Ah, I didn't take the effect of Epidemic into account. Ok granted, this way you'll achieve the 134 secs. Lol, like you already mentioned it's funny, although not much of practical use. Especially since [Concussion Shot] is a crappy skill imo and hard to apply. Stick with Technobabble. 20 or even just 10 seconds of daze should usually be enough to kill your target.

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Originally Posted by Amy Awien
If it does, as smilingscar's test suggest this would mean that Technobable's 5 seconds would become 5 * ( 2 * 1.33 ) = 13 seconds on the primary target and approximately (13 - 1) * ( 2 * 1.33 ) = 32 seconds on adjacent foes. Surely such a formidable 30 seconds of daze would be worthy of delaying your first volley for a second?
agreed. Like I said, I didn't notice at first glance that epidemic will lengthen the daze duration again. Thx for clarrifying this.
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Old Jan 04, 2009, 12:04 PM // 12:04   #24
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concussion shot x longer daze bow = 56 second dazed ... eles are nice targets > its 266% longer so 56 x 2,66 = 148 x 2,66 = 393 sec dazed

Last edited by Lourens; Jan 04, 2009 at 12:06 PM // 12:06..
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Old Jan 04, 2009, 07:33 PM // 19:33   #25
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Quote:
Originally Posted by Lourens View Post
concussion shot x longer daze bow = 56 second dazed ... eles are nice targets > its 266% longer so 56 x 2,66 = 148 x 2,66 = 393 sec dazed
I heard 393 sec dazed on people in ra is pro.
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Old Jan 05, 2009, 01:57 AM // 01:57   #26
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Saw a team of AS Trapper's in AB....Teamate walked into traps survived, no monks around and no condition remobval, eventually died. I thought it was pretty good idea to use AS with trapper
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Old Jan 06, 2009, 06:29 AM // 06:29   #27
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Quote:
Originally Posted by Shattered View Post
Saw a team of AS Trapper's in AB....Teamate walked into traps survived, no monks around and no condition remobval, eventually died. I thought it was pretty good idea to use AS with trapper
Now does the effect work when you lay the trap, or when the trap triggers? If the latter, you'd need good timing to activate AS before someone walks into it.
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