What is the effect of the attribute multistrike on multi skills
What is the effect of the attribute multistrike on multi skills
Multistrike
The subject of this article was removed from World of Warcraft in patch 7.0.3. |
Multistrike was a secondary attribute introduced in Warlords of Draenor that provided a chance for spells and abilities to fire up to two additional times, at 30% effectiveness (both damage and healing).
In PvE, character spells and abilities had two chances to deal an additional 30% damage. Each hit could offer up to 100% + 30% + 30% = 160% total damage.
In PvP, character spells and abilities had one chance to deal an additional 30% damage. Each hit could offer up to 100% + 30% = 130% total damage. Multistrike was exactly half as valuable in PvP, point for point. [1]
For example, a character might cast a [ Frostbolt ] against its target, hitting for 1000 damage, and then score a multistrike, causing a second Frostbolt to hit the target (with no additional mana cost or casting time) for 300 damage. In other words, sometimes the ability would hit just once for normal damage; sometimes it would hit twice, with the second hit dealing 30% damage; and occasionally it would hit three times, with the second and third hits each dealing 30% damage. Multistrikes didn’t «Double dip» into stats like Versatility or Mastery, so if a character had 10% Versatility and their
[ Frostbolt ] hit for 1100, the Multistrike would hit for 330 (as apposed to 363 if it gained the benefit twice).
Multistrikes crit independently of the main attack. That is, the main attack did not have to crit in order for the multistrike to crit. As seen on the attack table, assuming the character currently had 20% crit chance and 10% multistrike chance, each multistrike roll would look like this:
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Multistrike Support
Contents
Skill functions and interactions
Critical strike hits are rolled once for all three strikes. Effects that trigger on an outgoing melee critical strike will only trigger once per activation of the attack, even though all three strikes will crit.
Gem level progression
Item acquisition
Upgrade paths
This item can be acquired through the following upgrade paths or vendor recipes:
Quest reward
This item is given as a quest reward for the following quests:
Class → | Witch | Shadow | Ranger | Duelist | Marauder | Templar | Scion |
---|---|---|---|---|---|---|---|
Quest ↓ | |||||||
The Eternal Nightmare Act 4 | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |
Vendor reward
This item can be bought at the listed NPC vendors, after completing the following quests:
Multistrike Support
Multistrike Support Attack, Melee, Support
Icon: 3
Level: (1-20)
Cost & Reservation Multiplier: 150% Requires Level 38 Supports melee attack skills, making them repeat twice when used, targeting a random enemy each time. Cannot support Vaal skills, channelling skills or triggered skills. Supported Skills Repeat 2 additional times
Supported Skills have (35-44)% more Melee Attack Speed
First Repeat of Supported Skills deals 22% more Damage
Second Repeat of Supported Skills deals 44% more Damage
Supported Skills deal (30-20)% less Attack Damage
Contents
Skill functions and interactions
Critical strike hits are rolled once for all three strikes. Effects that trigger on an outgoing melee critical strike will only trigger once per activation of the attack, even though all three strikes will crit.
Repeated attacks interactions and attack time
Generally, attacks will grant a skill gem-specific benefit or require an extra cost once per set of attacks, rather than once per repeat.
Gem level progression
Gem quality
Type | Stats (per 1% quality) | Weight |
---|---|---|
Superior | Supported Skills deal 0.5% increased Melee Physical Damage | 50 |
Anomalous | Supported Skills have 1% reduced Attack Speed Supported Skills have 1% increased Area of Effect per Repeat | 50 |
Divergent | Supported Skills have 0.5% increased Attack Speed | 100 |
Item acquisition
Multistrike Support can drop anywhere.
Recipes
Multistrike Support can be created from the following recipes:
Quest reward
This item is given as a quest reward for the following quests:
Class → | Witch | Shadow | Ranger | Duelist | Marauder | Templar | Scion |
---|---|---|---|---|---|---|---|
Quest ↓ | |||||||
The Eternal Nightmare Act 4 | ✓ |
Vendor reward
This item can be bought at the listed NPC vendors, after completing the following quests:
Attributes
Attributes, often referred to simply as stats, are the basic building blocks for a character’s combat ability. The four primary attributes are strength, agility, stamina, and intellect. These attributes appear on the character sheet under the «Attributes» section. Equipment with primary attributes on it has the unique property of swapping between the active attribute based on whatever primary is most useful to the current player’s class specialization. For example, a plate helm will have equal amounts of strength and intellect on it, but only holy paladins will use the intellect, while protection and retribution paladins (and the other plate-wearing classes) will use the strength. Primary attributes also affect secondary attributes and the derived combat attributes.
All characters inherently have a base amount of the four primary attributes that increases with level depending largely upon their class. For example, a mage will have more base intellect than a rogue, whom instead has more base agility. Beyond the base level of attributes, players can increase their attributes with equipment (from items’ base attributes, as well as improvements from enchantments and gems), talents, temporary effects such as elixirs and auras, and many other means.
A number of secondary attributes also appear on gear. Secondary attributes include critical strike chance, haste, mastery, and several others. Secondary attributes also affect the derived combat attributes, typically more directly than the primary attributes.
Rarely, minor attributes may also appear as a bonus property on gear and include such effects as reduced area of effect damage taken, getting healed from doing damage, or movement speed increases. Individual copies of a piece of gear may or may not have a minor attribute on it.
Nearly all combat mechanics rely in some way on one or more attributes, many of which are not directly on gear but are derived from attributes that are. Increasing the appropriate attribute will increase damage done, reduce damage taken, increase healing done, affect a character’s health, or other benefits. Understanding how these derived combat attributes work is important for effective combat.
Contents
Primary attributes
The four primary attributes are found on items equipped in the eight armor slots: head, shoulders, chest, wrist, hands, waist, legs, and feet; and additionally on weapons and shields. Modern neck and ring items only receive one primary attribute, stamina.
Each of the four armor types is assigned one or two non-stamina primary attributes: plate has strength and intellect, mail and leather have agility and intellect, and cloth only has intellect. Non-cloth armor has equal amounts of intellect and strength/agility. In class specializations that use intellect, players will get their attributes from the intellect, else they will utilize the other primary stat. Players cannot utilize both attributes at the same time.
Stamina
Stamina is the source of all health. Nearly all armor has stamina on it, and all classes and specializations wear armor with stamina on it, but tanks generally have the most. Players convert stamina into an increasing amount of health based on character level, scaling up to 20 health per point of stamina at level 60. Some tank specializations have an additional stamina modifier.
Before Warlords of Draenor, players had base health that was independent of stamina, but this is no longer the case. As with the other primary attributes, players still have base stamina at all character levels that provides an innate level of health, even while not wearing any gear.
Strength
Strength increases attack power and is the most important stat for plate armor-wearing classes in the damage-dealing or tank role. This includes:
For plate-wearing classes, strength also converts into parry.
Agility
Agility increases melee and ranged attack power, and is the most important stat for leather armor and mail armor-wearing classes in the damage-dealing or tank role. This includes:
For mail- and leather-wearing classes, agility also converts into dodge.
Intellect
Intellect increases spell power and is the most important stat for mana-using classes wearing any armor type in the damage-dealing (spell caster) or healer role. This includes:
Secondary attributes
There are four secondary attributes: crit, haste, mastery, and versatility. The four all-role attributes may appear on any piece of gear, two secondary attributes per item (with the exception of trinkets).
The intent is that all four secondary attributes are close, but not necessarily equal, in value to each other for all classes and specializations.
Critical Strike
Critical Strike (or «Crit») grants damaging attacks and healing spells a chance to deal 200% of the effect in PvE. That is, if an attack on a creature normally lands for around 1,000 damage, a crit will land for 2,000 damage. While in PvP, critical hits and heals will land for 150% of the effect. There are exceptions, as various abilities can crit for more or less than the baseline.
Players have a 5% base crit chance at all character levels. Additionally, agility users have the passive Critical Strikes, which increases their crit chance by an additional 5%.
Haste
Haste affects the rate at which melee and ranged auto-attacks are dealt, the cast time of spells, the tick rate of damage over time, heal over time, and channeled spells, the channel time of spells, and spells’ global cooldown. Additionally, haste increases the regeneration rate of energy, runes, and focus. There are no haste breakpoints, as DoTs and HoTs will add partial ticks at the end as needed, equal in damage/healing to the ratio of that time and the full tick time.
Mastery
Versatility
Versatility increases outgoing damage, healing, and absorbs and to a lesser extent, reduces incoming damage. With 5% Versatility, players do 5% more damage and healing, enlarge their absorbs (like [ Power Word: Shield ] ) by 5%, and take 2.5% less damage. The healing increase applies to certain self-heals as well.
Minor attributes
Added in Warlords of Draenor, minor attributes are one of three rare bonus properties on gear. Each individual Warlords-level piece of gear crafted or looted has a slim chance to come with a maximum of one minor stat on it.
The other bonus properties are a gem socket, and the indestructible property. Extremely rarely, gear may have any two or all three bonus properties on it. For example, one copy of an item may have avoidance and a gem socket on it, another copy of the same item may have speed and leech, while a third copy may have no bonus properties whatsoever. See Warlords of Draenor gear changes for more information on bonus item properties.
The design intent of these bonus properties is to limit the prevalence of «best in slot»-seeking in players. Over the course of WoW, players have increasingly perceived the obligation to always be optimal in their gearing, when playing their class better would have had much more of an effect on killing the boss. Instead, players should «aim for what upgrades are most practical and useful».
Avoidance
Indestructible
Indestructible pieces of gear are immune to durability damage in any form.
Leech
Leech causes players to gain health from a proportion of outgoing damage and a larger proportion of outgoing heals.
Speed
Derived combat attributes
Many attributes do not appear directly on gear, but are instead derived from other attributes. These derived attributes are what actually affect combat. Derived attributes are split based on role. Damage dealers either attack using physical attacks (either from melee or at range), or spells. Healers as a rule cast spells, so their attributes are also listed in the spell category. Tanks are primarily concerned with defensive attributes.
Physical
Most physical attributes are split into a melee and ranged version of the same stat:
Spell
Defense
Removed Attributes
Multistrike
Multistrikes are treated as procs, not additional casts. In general, multistrikes will not proc other effects, but there are a few class abilities that depend on a multistrike landing, much like the handful of class abilities that react to crits landing.
Bonus Armor
Spirit
Spirit is the healer-only stat, and increases their mana regeneration. As with bonus armor, spirit largely exists to give healers items useful only to them. Spirit has changed drastically since launch, and over the years has drifted from being a primary stat to a secondary. Spirit’s status as a secondary stat was formalized in Warlords of Draenor.
Spirit is of no use and should be avoided for any class or spec in a mana-using damage-dealing role (such as balance druids, mages, shadow priests, elemental shaman, and warlocks) due to how their classes’ mana regeneration works.
PvP attributes
In addition to the other secondary attributes, there were two PvP-only attributes that functioned as counterparts to each another:
Resistance
Resistance provides a chance to resist spells. Resistance as a stat was common and important in certain legacy encounters, but was removed from the character sheet in Mists of Pandaria. Resistance still remains itemized on pre-Mists items, and can still function when worn in adequate amounts at lower levels. Resistance was granted either to a specific school (+40 Frost Resistance) or to all schools (+15 to All Resistances).
Spell Penetration (originally itemized as «Decreases the magical resistances of your spell targets by X.») was the counter to resistance, allowing players to bypass an enemy’s resistance on a point-by-point basis: 1 point of spell penetration reduced the target’s resistances to all schools by 1. Spell penetration could not lower an enemy’s resistances below 0.
Skill creation
You can edit or create a wide array of skills with the Stats editor. While the skill creator is quite powerful, complex skills may require scripting. Almost any kind of skill is possible, though some things are more difficult than others. Skills, like most stats, can be edited in both the editor’s stat editor and directly in a text editor. Both have their advantages, though it is recommended you start with adding skills in the stat editor.
Contents
Skill Type
Skill Type determines the fundamental behavior of the skill and what parameters are available to edit.
Basic Parameters
Every skill requires the following parameters to be filled out.
Damage
Range
Example: Ricochet has a TargetRadius of 13 for the initial target, an AreaRadius of 5 for determining the area the projectile can bounce to other enemies, and an ExplodeRadius of 0, so that the arrow does not deal damage to multiple enemies each time it hits an enemy.
Example: Whirlwind has an AreaRadius of 3, but has AddWeaponRange as yes, so a spear with 3.5m weapon range will have half a meter more range.
Example: Battering Ram has a HitRadius of 1, meaning the character can hit characters or objects in a 2m wide path.
Requirements
Conditions
Note: Combat should generally be a requirement, not a condition.
Skill Properties
The SkillProperties parameter gives skills status effects and a few other specific effects. Like conditions, skill properties can take simple logic, usually in the following form
Examples
SkillProperties | Effect |
---|---|
BLEEDING,100,2 | 100% chance to set bleeding for 2 turns |
AOEBOOST:HARMONY,100,2 | Heal the target according to the number of allies within range (determined by area radius and AOEboost Conditions) |
CreateSurface,2,,Fire,100,2 | 100% chance to create a circle of fire with 2m radius that lasts 2 rounds. |
CLEANSE_WOUNDS,100,1;TargetCreateSurface,1,,Water | Heal targets and create water of 1m radius under them. |
Equalize,All; Sabotage,1 | Equalize the health of a group of targets, and explode 1 random arrow or grenade in each of their inventories. |
Resurrect,500,20 | Revive a character with 20% vitality. |
SELF:IF(Surface:Fire):ARROWHEAD_FIRE,100,2 | If targeting a fire surface, apply fire damage buff to yourself for 2 turns. |
TARGET:IF(Tagged:INCARNATE_S):INF_FIRE,100,-1 | If targeting an incarnate, permanently grant it fire infusion |
Summon,4cd5defc-5d36-4d76-b606-b6ca69a13617,4,totem,Target_DummyTargetSkill; | Summon a bone totem for 4 turns. |
Ignite;Melt;Contaminate | Explode existing oil and poison surfaces, melt ice, and turn water into poison |
TARGET:IF(Tagged:INCARNATE_S&(InSurface:SurfaceFire|InSurface:SurfaceLava)):INF_FIRE,100,-1 | If target is incarnate and in fire or lava, permanently grant fire infusion. |
Rain-specific properties
ConsequencesStartTime
This is the duration of the puddles creation and setting statuses on characters.
ConsequencesDuration
After the ConsequencesStartTime finishes, the visual/audio effects are prolonged for this time.
Templates
Templates are used any skill that uses «entities» including projectiles, summons, and walls. The entry of a template is a root templates GUID.
A projectile template defines the visual of the projectile, as well as its arc and the visual of the arc preview.
Summon templates are the character or item summoned (either as a direct summon skill, or as an skill property Summon entry entry.)
Name and Description
Skill display name, description, and stats description use Translated String Keys to display text. However, the stats editor can automatically generate the translated strings with the «Export Translated String Keys» option in the menu.
Icon, Animations and Effects
It is easiest to use existing icons, animations and effects for your skills. There are many existing icons you can use, either unused from D:OS1, or used in very different contexts than skills. You may want to mix and match existing animations and spell effects from existing skills to create a more original feeling skill. The powerful effect editor will let you create new effects relatively easily, however. Creating new animations will require outside software and a great deal of work.
Best Practice
When designing skills, consider the niche it fills and what sort of flavor it has. Try to make the skill feel distinct, but easy to understand. A little flavor text and a good name can go a long way to making a skill interesting. Consider the roleplay value this skill might have in a GM mode.
If you want the AI to use new skills intelligently, avoid scripting if you can. The AI can adapt to new skills, and can interpret the value of statuses with simple stat bonuses pr reductions. In general, a skill that does not depend on scripts will have less opportunity for bugs.