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− | + | {{Illusion of Pain}} |
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− | == Progression == |
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− | {{progression top|attrib=[[Illusion Magic]]}} |
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− | {{progression main|effect=Health Degeneration|3|3|4|4|5|5|6|6|7|7|8|8|9|9|10|10|10|?|?|N/A|N/A|N/A}} |
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− | {{progression bottom}} |
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== Acquisition == |
== Acquisition == |
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− | '''[[Skill Trainer]]s''' |
+ | '''[[Skill Trainer]]s''': |
*[[Michiko]] ([[Kaineng Center]]) |
*[[Michiko]] ([[Kaineng Center]]) |
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− | == |
+ | == Notes == |
+ | * If the hex is removed quickly, the target will end up being healed significantly. Consequently, it is important to use a [[cover hex]]. [[Phantom Pain]] is ideal, with its relatively low cost and additional [[Deep Wound]] condition. |
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+ | * [[Mantra of Persistence]] will greatly increase the damage done, without increasing the healing. |
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+ | * Recasting this hex on your target will refresh it without triggering the healing. |
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+ | * The amount of healing scales with the maximum potential damage: the net damage is always approximately 50% of the theoretical maximum at any attribute rank. |
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+ | == Damage comparison == |
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− | * The healing effect matches the health lost after 10 seconds. As such, it is imperative to use a [[Cover hex]] to ensure that Illusion of Pain is not too easily removed before its time, otherwise your target will 'effectively' be healed. |
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+ | |||
− | * Also, as the healing effect is not tied to the duration, using '''Illusion of Pain''' with [[Mantra of Persistence]] means your target will lose more health than he gains back at the end. |
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+ | The following table shows the total damage done to the target if the hex lasts the full duration, with and without the end healing. |
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− | * This spell should ideally be used only on targets who are probably going to die before the duration runs out. |
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+ | {| {{STDT}} |
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− | * Recasting the hex on your target will remove the older hex and not trigger the healing, and can be kept on the target indefinitely when combined with mantra of recovery. |
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+ | |- |
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+ | ! Attribute rank||0||1||2||3||4||5||6||7||8||9||10||11||12||13||14||15||16||17||18||19||20||21 |
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+ | |- align="center" |
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+ | | Total Damage <br />'''(before healing)''' ||72||72||96||96||120||110||144||144||168||168||192||192||216||216||240||240||240||248<sup>§</sup>||248<sup>§</sup>||256<sup>§</sup>||256<sup>§</sup>||264<sup>§</sup> |
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+ | |- align="center" |
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+ | | Total Net Damage <br />'''(after healing)''' ||36||30||49||43||62||56||74||69||87||82||100||94||113||107||126||120||114||117<sup>§</sup>||111<sup>§</sup>||114<sup>§</sup>||108<sup>§</sup>||110<sup>§</sup> |
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+ | |} |
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+ | : <sup>§</sup> = Assuming only 10 pips of [[health degeneration]] due to cap. |
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+ | |||
+ | == Related articles == |
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+ | *[[Hex spell skills quick reference]] |
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+ | *[[Regen/Degen health skills quick reference]] |
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+ | |||
+ | [[de:Illusion der Schmerzen]] |
Latest revision as of 14:25, 7 December 2010
Skill details
Illusion of Pain | ||||||||||||
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Full: For 8 seconds, target foe has -3...9...10 Health degeneration and takes 3...9...10 damage each second. When Illusion of Pain ends, that foe is healed for 36...103...120.
Concise: (8 seconds.) Causes -3...9...10 Health degeneration and target foe takes 3...9...10 damage each second. End effect: that foe is healed for 36...103...120.
Illusion Magic | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 |
Health degen Damage |
3 | 3 | 4 | 4 | 5 | 5 | 6 | 6 | 7 | 7 | 8 | 8 | 9 | 9 | 10 | 10 | 10 | 11 | 11 | 12 | 12 | 13 |
Healing | 36 | 42 | 47 | 53 | 58 | 64 | 70 | 75 | 81 | 86 | 92 | 98 | 103 | 109 | 114 | 120 | 126 | 131 | 137 | 142 | 148 | 154 |
Acquisition[ | ]
Notes[ | ]
- If the hex is removed quickly, the target will end up being healed significantly. Consequently, it is important to use a cover hex. Phantom Pain is ideal, with its relatively low cost and additional Deep Wound condition.
- Mantra of Persistence will greatly increase the damage done, without increasing the healing.
- Recasting this hex on your target will refresh it without triggering the healing.
- The amount of healing scales with the maximum potential damage: the net damage is always approximately 50% of the theoretical maximum at any attribute rank.
Damage comparison[ | ]
The following table shows the total damage done to the target if the hex lasts the full duration, with and without the end healing.
Attribute rank | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 |
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Total Damage (before healing) |
72 | 72 | 96 | 96 | 120 | 110 | 144 | 144 | 168 | 168 | 192 | 192 | 216 | 216 | 240 | 240 | 240 | 248§ | 248§ | 256§ | 256§ | 264§ |
Total Net Damage (after healing) |
36 | 30 | 49 | 43 | 62 | 56 | 74 | 69 | 87 | 82 | 100 | 94 | 113 | 107 | 126 | 120 | 114 | 117§ | 111§ | 114§ | 108§ | 110§ |
- § = Assuming only 10 pips of health degeneration due to cap.