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Old Jan 29, 2008, 01:43 AM // 01:43   #41
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Originally Posted by Coloneh
this is the reason many people dont use reaper's, and it is just wrong. deep wound takes 20% off max health(up to 100) and that much off of current health ( down to 1)

gmae mechanics ftw. that build is fine. but i would lose WI for a wind prayers heal.
I stand corrected. Although a lot of the time (for me at least), after hitting a <50% health foe with Reaper's, the amount of health lost seems to be less than the amount grayed in from the DW, and that's including the damage from the attack. Maybe I have depth perception issues.

Anyways, I do think one of the reasons people prefer Wounding over Reaper's is the 3 sec. recharge vs. 8. With Wounding, it is incredibly easy to spam and maintain a DW on an opposing team/mob/whatever.
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Old Jan 29, 2008, 02:02 AM // 02:02   #42
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Originally Posted by GForce9x
I stand corrected. Although a lot of the time (for me at least), after hitting a <50% health foe with Reaper's, the amount of health lost seems to be less than the amount grayed in from the DW, and that's including the damage from the attack. Maybe I have depth perception issues.

Anyways, I do think one of the reasons people prefer Wounding over Reaper's is the 3 sec. recharge vs. 8. With Wounding, it is incredibly easy to spam and maintain a DW on an opposing team/mob/whatever.
sounds like depth perception. that or the fact that monks focus alot more on keeping rof on a target below 50%.

also the 3 sec recharge is a reason on people use wounding. it dosnt really make sense though. you cant spike down anyone single-handed faster than every 8 seconds.
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Old Jan 29, 2008, 09:28 AM // 09:28   #43
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Originally Posted by Der_Pardner
i need speed skill, and wounding have no dmg
Then use [skill]Rush[/skill] !!! It was already debated enough in this thread; it's the best mid-battle speed boost you'll get on a derv. Plus it requires 0 spec to be effective, unlike harrier's haste.
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Old Jan 29, 2008, 03:54 PM // 15:54   #44
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Originally Posted by dan-the-noob
Then use [skill]Rush[/skill] !!! It was already debated enough in this thread
and i said before that i have only NF
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Old Jan 30, 2008, 01:16 AM // 01:16   #45
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then take harrier's
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Old Jan 30, 2008, 01:24 AM // 01:24   #46
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Originally Posted by GForce9x
I stand corrected. Although a lot of the time (for me at least), after hitting a <50% health foe with Reaper's, the amount of health lost seems to be less than the amount grayed in from the DW, and that's including the damage from the attack. Maybe I have depth perception issues.
I've actually noticed this as well, but I know what the problem is. When you use a Deep Wound causing Attack Skill, it shows up but isn't "applied" until the next hit. As an example, try using Wounding Strike on an enemy, swap to a sword or whatever with 0 spec into it, then strike again. You should see the person's health drop down a TON more than 1-3 damage on the sword hit. It's a nice, subtle effect though. My favorite part is when I get a Deep Wound on a Monk and he thinks it's no big deal. WHAM! A lucky critical and that person's just taken ~110 damage plus the Deep Wound XD.

EDIT: Actually, I just tested this and found that the effect isn't as drastic as I had described. It still adds on what looks like about 30-40 more damage to the second hit, but that's all I can see so far. I wonder if Deep Wound is really a 20% life drop or not >_>.

EDIT 2 XD: Okay, after a bit more testing, I've found that the second strike would still kill off the person if the Deep Wound + damage combined would kill him, despite looking like it has no effect otherwise. In other words, Deep Wound at 20% life or lower = death (woo, nothing like stating the obvious =P). However, it still doesn't show the effect until the person would die from it.

Last edited by Destromath; Jan 30, 2008 at 01:53 AM // 01:53..
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