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Hotwire
posté May 05, 2012, 19:00:30 | #1
Hotwire Right lets try figure this skill out...

Hotwire - This abillity allows the rouge to transform earth type damage into fire type damage as well as gaining a 50% bonus to damage.

NOW your earth dmg does not seem to benefit it in the slightest so what can you do with this skill? at 100 i suppose if wearing full fire set you could do your fire dmg + 50% dmg as oppose to the earth dmg you will be doing BUT only for 3 turns so im guessing its massive burst damage over 3 turns or dya think that Hotwire is just bugged atm n not working properally is it supposed to be converting the damage you would be dealing in earth as fire or what? quite a confusing abillity...

Does anyone else know any other uses for this?


posté May 05, 2012, 22:04:29 | #2
Didn't try but what i guess it should work like that ;

-Spell base dmg : 10
-Earth dmg : +%100
-Fire dmg : +%300

Spell hits 20 without Hotwire (earth type)
Spell hits 40 with Hotwire on (fire type)

Point of the spell is to help fire users to be able to use earth spells with their fire armors.


posté May 06, 2012, 04:26:03 | #3
Maybe its because there are better fire dps sets at 105 as oppose to earth dps sets at 105?


posté May 06, 2012, 20:52:30 | #4

Quote (AihanK @ 05 May 2012 22:04) *
Didn't try but what i guess it should work like that ;

-Spell base dmg : 10
-Earth dmg : +%100
-Fire dmg : +%300

Spell hits 20 without Hotwire (earth type)
Spell hits 40 with Hotwire on (fire type)

Point of the spell is to help fire users to be able to use earth spells with their fire armors.

Is this confirmed?

Another possibility would be:

Spell hits 20 without Hotwire (earth type)
Spell hits 20 with Hotwire on (fire type)


posté May 06, 2012, 21:51:00 | #5
I think so too. Hotwire is to let fire rogue (bombs) to be able to learn earth spells of choice without diminishing their damage. It is not for pure earth rogue in anyway because the idea of changing element is to avoid high resistance against the first element, but the earth branch has the piercing shot that ignores resist anyway. Therefore, again, hotwire is not for earth rogue to use.

A pure earth rogue's specialty will include: Surprise shot, Boombot, Magnetic Glove, Rogue mastery (for extra Initiative) and (perhaps) Pyrotechnik


posté May 07, 2012, 11:35:06 | #6

Quote (AihanK @ 05 May 2012 22:04) *
Didn't try but what i guess it should work like that ;

-Spell base dmg : 10
-Earth dmg : +%100
-Fire dmg : +%300

Spell hits 20 without Hotwire (earth type)
Spell hits 40 with Hotwire on (fire type)

Point of the spell is to help fire users to be able to use earth spells with their fire armors.

this is correct Hotwire turns earth skills into fire skills for its duration.
its to help fire users to deal some damage without using bombs


posté May 07, 2012, 13:26:46 | #7
Ah i see this makes perfect sense ive found 1 use for it with a pure earth build (as in mainly only using earth abilllitys) n thats to do 3 powered up fire pulsars so big burst dmg if you know the fight will finish in 3 turns after 3 turns leaves you useless though ha xD


posté May 08, 2012, 22:53:06 | #8
Dont put to much trust into hotwire, it neglects crits.
Its only grathical you dont get any extra dmg out from crits while hotwire is up. =/


posté May 22, 2012, 10:25:39 | #9

Quote (hakke86 @ 08 May 2012 22:53) *
Dont put to much trust into hotwire, it neglects crits.
Its only grathical you dont get any extra dmg out from crits while hotwire is up. =/
Looks like they fixed this; just tried out on my rogue, crits while hotwired gives the correct critical damage.

Has anyone actually tried, i.e. not just assumptions and number crunching on paper, Hotwire and can 100% confirm which elemental damage it bases on, fire or earth?


posté May 23, 2012, 02:54:09 | #10
hotwire change earth spell (gun spell) to use fire damage instead earth damage.....

( i think the dev should change or fix it in future cuz if it like this rouge who wear earth damage set can not get benefit from hotwire.....

(it should just change earth spell element from earth to fire (to shoot enemy who weak in fire but strong in earth resistance)

but should use original earth damage for calculate to tempolary fire damage instead (while use hotwire), and not use original fire damage(from stat or equip) to calculate earth branch spell(that temporary change to fire for 1 turn))


This post has been edited by Badd29 - May 23, 2012, 03:03:06.
posté May 23, 2012, 03:19:38 | #11
The purpose of hotwire is not to provide earth rogue with a means to work around against earth resistance, but to provide FIRE rogue with the ability to use earth spells for more flexibility.

Why is it like that? The reason is simple because earth rogue has already had Piercing shot that ignores all kinds of resistance


posté May 23, 2012, 03:47:33 | #12

Quote (Resonate @ 23 May 2012 03:19) *
The purpose of hotwire is not to provide earth rogue with a means to work around against earth resistance, but to provide FIRE rogue with the ability to use earth spells for more flexibility.

Why is it like that? The reason is simple because earth rogue has already had Piercing shot that ignores all kinds of resistance
Piercing shot is good and im not offense about it

but ya know fire rogue already have bombs for lving thier fire spell and get bonus fire damage and fire resist as fire spell lv up (yep Hotwire "now allow them to use earth spell as fire damage as long as they have enough wakfu point)

but if fire rogue if they use earth spell while hotwire active thoese earth will share spell exp from fire spells (bombs) at end of battle, this mean their fire damage will not high as pure fire rogue who use only fire spell but not use temporary fire spell (earth spell after active hotwire)

well anyway if the dev desire it like this so let it be....


posté May 23, 2012, 12:11:56 | #13
Really? I thought, with hotwire you get earth+fire dmg bonus, not just fire. Looks like, earth Rogue is very, very weak then. Maybe even the weakest class in game. Like Cra with 0 dmg buffs and 2x shorter range.


This post has been edited by krowakot - May 23, 2012, 12:14:49.
posté May 23, 2012, 13:01:52 | #14
Earth Rogue Lv. 100



Piercing Shot (86): 45 base damage
Pulsar (75): 7 damage per AP/MP
Crossfire (83): 35 base damage
Blam!!! and Machine Gun Lv. 35

Stats:

10 AP
4 MP
420% Earth
1 Range


  • Piercing Shot: -234, -70(40%. 2x: -568, -70(40%), -70(40%).
If cast on Boombot: -163 2x (wide area of effect), -49 (40%), -49(40%).

All fixed, cannot be reduced either boosted by resistances.


For every attack received: 40% chance of fleeing, running up to 3 squares. Excellent, if not overpowered, against Iops/Sacs.

Other possible combos:

  • Pulsar: -546 HP, 40% chance of inflicting extra 163 damage, total of 710. Or on boombot, with 30% damage loss but a wide area of effect.
  • 2x Piercing + Pulsar: -568 to -708, -145 to 193, total of 713 to 901.
  • 3x Crossfire: -546 to -710.
  • 12 AP Combo, from 2 exploded bombs:
  1. 4x Crossfire: 728 to 946
  2. 2x Piercing + Pulsar: -568 to -708, -218 to 284. Total of: -786 to -992.
  3. Pulsar: -582 to -757.

Pulsar is not really a damage spell, but can be useful in adding more damage to a combo, just that. The Earth rogue seems balanced now, of course the are lots of other classes that are stronger now but remember, they are overpowered. I even rather say that Earth rogues are a bit too strong now, but not a matter of being unbeatable. They require strategy to be played well, it's not like a Cra, set up several beacons, teleport and attack. I myself as an earth Enutrof do way less damage than a level 101 Earth Rogue. I did not even add the critical hits, on critical hits they can easily bypass the 1.000 damage, while ignoring resistances, that's just amazing.

The stats I've posted are possible to have at 105, you just need the beast gear in game which is getting cheaper every single day a plus a level 100 Makabra Shovel.

Note: they can do even more damage from rear attacks, since they have Roguery.

  • Carbon
 


This post has been edited by Niddhoggy - May 23, 2012, 13:02:37.
posté May 26, 2012, 12:01:41 | #15
Some suggestion about what ability increase?
suprise shot is a must i think...and the little robot is very useful...but after that?