[Reported] Madness impact on health

Hi @Jeto and the community.
I wonder if Madness health damage stacks with any effects, as I get consistently higher damage than 2% per stack as description says.
Examples:
4 stacks, -8.64% instead of -8.00%
5 stacks, -11.00% instead of -10.00%

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Thanks man, corrected

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Any idea what your Healing Boost is / was on this build?

I thought about healing boost, but that would be sick :zany_face:
I will have to recheck what parameters I had, but I’m pretty sure healing boost was not proportional to the damage increase.
I’ll come back with more data.

There does not appear to be anything that alters the madness damage from the expected 2%.. so the guys are going to look into this further!

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Hi @Jeto
Just analyzing the numbers. Here’s the state with 3 madnesses, and 1 gem on the board.

(17030-15947)/17030 =0.0636
Instead of 0.0600
Which is +6% to the base.
8.64% instead of 8.00% is +8% to the base.
11.00% instead of 10.00% is +10% to the base.
Which ideally overlays the extra damage effect from madness itself!

I think that’s the multiplier, but I feel really it’s a bug in the formula and the additional damage from madness should not be counted into the effect of madness on the player.

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I thought that was the whole point though of high risk, high reward play style of Madness? The more madness you have, the more damage you do, but also the more damage you take if you don’t get rid of the Anthrite on the field. As long as you run something to clear the Anthrite each turn like in your case, Sword of Light, Ice Storm, or Harpoon Shot its not an issue. On one hand while it might seem unfair to be hit by your own extra damage, its also not much of a liability if its just the straight forward percentage without the extra damage modifier.

The effect description says 2% per stack of madness. The real effect differs from description and based on the reply from Jeto above, it doesn’t seem to be known/intentional that madness damage stacks with madness player health damage.

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Its the extra damage that’s stacking as you pointed out, since extra damage applies to all damage. I kind of knew it was something, because you’d be winning the match, but if it went too long like event without a field control spell (like Gravedigger) the madness would just kill you out of nowhere.

This was known from the beginning, right. We tested that in KD fights and you could eventually be killed by your madness.
However the point of this thread is different and I am seeking to get the issue resolved. I have built my event build around the fact of 2.00% damage per stack. If it is
Mx2.00%x(100%+2.00%xM)
Then it’s a whole new story which was never presented as such. 2.00% damage per stack on you is already a lot. Especially when you start destroying madness gems and get even more mad.
With 3 stacks you already get to the point of above the ouroboros ability to regen 5%, have to compensate. With quick spell damage build and one piece giving you madness is unlikely to happen, but the possibility is there (5%*5%*5% and on your 4th move you get a health damage; if you happen to get a 4th madness in a row, it would be even more painful, but the likelihood is 0.05^4x100 =0.000625 %).
I just had 0.05^3x100=0.0125 % event happening with 3 madnesses in a row from 1 gear piece, so everything is possible in this game.

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Yes, but you don’t take damage if you destroy the anthrite.

But only for that one turn. With no spell to create a gem, to later destroy, you end up in a very precarious position in longer fights.

I have a gear set with 4xAnthricite. I do not play it because you get too punished in events for it not having full life. It is fun for KD. But it will generate madness very quickly. That is fun for power growth, but with no ability to control to be able to generate a gem to them destroy later, you just can’t control it. Sure they probably don’t want you fully controlling the madness, but it removes much of the strategic value.

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Exactly! I had to go down from 2 anthrite pieces to one essential in my build (belligerent), and even this one piece still gives me shivers from time to time. Like today -6.5% health impact on the turn 4 (4, Carl!).
And when we play reduced damage/double resistance/wounded modes, 2 anthrite pieces are just not viable.

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My bad, I marked this as reported and forgot to follow up here.

The team can see there is an issue..

And so far it has been reported as a bug, I just don’t have anything further now that it has been reported as an issue.

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@Jeto sorry we shifted the discussion from the bug to the effect.
Tl;dr for you:
The effect of madness (2% health damage when having 3 or more madnesses) seems to stack with madness’ own effect for extra damage (2% per stack), setting it to

  • 6.36% for 3 madnesses (6% extra)
  • 8.48% for 4 (8% extra)
  • 11.00% for 5 (10% extra)

Could you please investigate with the devs if this is intentional or a bug?

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Wonderful analysis. That should really help them pin it down.

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