Why are you talking about the Muk-Vision? Do you get a second Vision if you have all Stigmas at +12? Else I don't see the point. I don't think that you need that many filler skills anyway since you're mostly using laz0rs as main damage skill. The skill kit is fine as it is in that regard - even with a legendary transformation.
Painter Guide
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If you use Into the Black as one of your two basic blue stigmas, you cannot get the Muk-Vision - as it's on the other stigma tree.
So you need to use two different blue stigmas to get Muk Vision, and then put Into the Black into the extra blue slot you get.
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Haven't thought about that, sorry. Had in mind that you'll have to use ItB as one of your main Stigmas since you want to reduce the CD as much as possible. But yeah, getting a full set to +12 is unrealistic anyway and way to gamebreaking for certain classes.
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Sorry for double-post(I was on page 1, where my post was the last before page skip) but there was something very easy to check and I really think it is important to note:You have the following as Flash Portrait's description:
QuoteDeals 1630 damage
Addionally deals damage and stuns the target every 3sec for 12s duration
Note: The addional damage is not mentioned but it was a bit lesser than the inital damage. The stun is 100% so far.
I testet this on some dummies and some open world trash.
The additional damage is, according to what I've seen, exactly the base damage for each tick.

Further testing on bosses is needed, but I kinda have to redact what I've said earlier about it being not that great.
8.150 instant Base Damage on 1:30 CD is a pretty decent deal. Obviously, it's still Single Target, and it requires the mob to live for 12 seconds and DoT not to fall off.
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thank you for the information mate. maybe i was running forward as i used the skill and didn't noticided. will correct.
painter really depends on the situation which stigmas to take for best dps. some examples:
- common grinding: doesnt really matter wo you take, mobs die fast
- grp pve: there is no way over not taking the 30% debuff - so monster vision is out.
- mass pve (worldbosses): here maybe it makes most sense to go on monster vision since the 30% debuff would disapper pretty fast and you cannot take advantage with your strap skills
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thank you for the information mate. maybe i was running forward as i used the skill and didn't noticided. will correct.
painter really depends on the situation which stigmas to take for best dps. some examples:
- common grinding: doesnt really matter wo you take, mobs die fast
- grp pve: there is no way over not taking the 30% debuff - so monster vision is out.
- mass pve (worldbosses): here maybe it makes most sense to go on monster vision since the 30% debuff would disapper pretty fast and you cannot take advantage with your strap skills
I thought about the world boss thing too, but how often do you find yourself in a situation with uncontested mass pve, no interference from the other faction? In theory, this is absolutely the way to go, but the second I have the opposite faction present, I'd rather be on Point of Gravity (which is simply broken for mass PvP) and Viscous Color.
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Since this is a painter thread, here are some news about today's patch in KR.
laser skill's ticks are now every second. right now they are 3 every second (0.3s).
short video: https://streamable.com/v6qgg
and some official notes say:
Colourful Rain (see first page of the thread) - changed to remove only one debuff from you and one debuff every 3s for 10s. cooldown from 60s to 30s
Imprisonment (petrification stigma) - cooldown from 30s to 40s. it says some else, I think enchanting it won't reduce cd anymore but increase duration
Band of Forbearance - physical and magical defence increased to 2000
Colour Protection Shield - from 50% damage for 8s to 60% for 10s
Blow, Retreat - cooldown from 30s to 10s.
For me this last change makes no sense. Since they are part of a chain, your main skill has either 40s or 30s (depends what you select). Unless I'm missing something.
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laser skill's ticks are now every second. right now they are 3 every second (0.3s).
short video: https://streamable.com/v6qgg
That's one hell of a massive nerf!
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Depends if damage numbers are adjusted and how much you lose from the adapted rotation. Either way it seems like Painter needed a DPS nerf anyhow.
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There was no change in damage. Only the ticks frequency was lowered.
Their board is filled with the usual drama. There are lots who complained and obviously others quite happy about it. All classes received changes, for example SM received some nerfs to fear but some pet improvements.
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There was no change in damage. Only the ticks frequency was lowered.
Their board is filled with the usual drama. There are lots who complained and obviously others quite happy about it. All classes received changes, for example SM received some nerfs to fear but some pet improvements.
Do you know what the chanter changes were?
EDIT: Nvm, found em! Seems like some dmg buffs.
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There was no change in damage. Only the ticks frequency was lowered.
Their board is filled with the usual drama. There are lots who complained and obviously others quite happy about it. All classes received changes, for example SM received some nerfs to fear but some pet improvements.
Do you know what the chanter changes were?
I found this. It seems only improved daevanion skills (+15) were changed. It's hard to understand and without someone to explain (I don't watch chanters streams) so better google translate it yourself

(improved) chain decapitation - 대상에게 입히는 물리 타격을 20%만큼 증가하였습니다. Increase physical attack by 20%?
(improved) Second Resonance Slash - 대상에게 입히는 물리 타격과 넘어짐 대상에게 입히는 추가 타격을 20% 만큼 증가하였습니다. - increase your attack for this skill and the next one for 20%?
(improved) Boosted Resonance Disruption - 대상에게 입히는 물리 타격을 20%만큼 증가하였습니다. - another 20% physical attack increase... if that is
(improved) Seismic Blast - 넘어진 대상에게 입히는 추가 타격을 20%만큼 증가하였습니다. - increase additional damage to the stumbled target by 20%? -
What do you guys think about which Ambush Daeva Skill is better? I had some discussion yesterday, but it probably needs extensive testing.
Do we rather want the higher base damage skill on a 40s CD or do we take the prolonged stun (30s CD for approx a third of the base damage). The chain skill is huge DPS (approx 5k base damage), and having more skills to use is a boon; that being said, the base damage difference is huge.
I'm unsure. Opinions?
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I don't have both version, only the high dmg one. And i like it so far. How long is the stun on the "longer stun" version?
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Uh, I can test later. I'm talking strictly PvE here. I don't really see how the high damage one is superior for PvP
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Then ofc the higher dmg is better you dont really need the stun in pve and it has much more dps than the one with longer stun
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It is about having Blow, the chain skill, more often. Is the lower damage of the first one worth having it every 30s as opposed to every 40s? Would you rather have a skill that deals about 6.400 on a 30s CD or 8.400 on a 40s CD? I tend to think it's the 40s one, but I don't feel that's absolutely clear.
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Depends on how long you expect the encounter to last, I guess.
So, I did put a few minutes into Excel and I came to a conclusion.
Shocking Blast (low base damage) >
Sudden Smash (high base damage) (unless the fight is on the shorter end, you can't use them on CD, or you just prefer one over another, because the difference is minuscle.)"But why?"
Blow, the chain skill, has a CD of 10 seconds on a base damage of 4.970, so you can use it anytime you can use either of the prior skills.
Sudden Smash deals 3.171 base damage on a 40s CD. Each +1 increases the base damage by 31.
Shocking Blast deals 1.350 base damage on a 30s CD. Each +1 decreases the CD by 0.3 seconds!Assuming we always use either skill exactly on CD - which we might want to in longer fights, as we're starved on skills to use, we can simply add together damage dealt over time with either variant. I have the base skill at second 1, Blow on second 2.
Comparing these skills over a rather long period makes their total damage dealt look like Figure 1

Figure 1: Comparison of total base damage dealt over a prolonged period by either combination of Daeva Skill and its chain skill Blow when used as they come off cooldown.
As you can tell, the Shocking Blast line ever so slightly edges out Sudden Smash, the total difference in base damage dealt as following.

Figure 2: Difference in total base damage dealt between both variants showcased in FIgure 1.
Now, is that really that much, in the grand scheme of things? The difference seems barely noticeable. Well, it isn't big.

Figure 3: Advantage of Shocking Blast over Sudden Smash, in percent of total damage dealt. Over time, it becomes steady at around 4%.
It is evident that over time the pure comparison between either variant leads us to the conclusion, that Shocking Blast in fact deals more damage, however Sudden Smash aligns better with short duration fights, with the breaking point being around around three to four minute long fights. With the overall advantage of 4% being significant, but small, there can be made an argument that for bursty bosses or clearing dungeons, Sudden Smash stands superior.
On the other hand, each enchantment level gives Shocking Blast an extra cooldown reduction, which extends its advantage over Sudden Smash. Also, Painter being a class that has to juggle a low amount of skills, can potentially use the shorter CD of 30 seconds (or less) to have a much smoother rotation.
Any input is welcome, I'm not sure my conclusion is sound, but I guess I will rather enchant and use Shocking Blast.
Edit: One more figure to showcase the break-even point, which kind of puts me off of my initial conslusion, though:

FIgure 4: Time spent with either skill being the advantageous one.
Good I did that one too, the other figures don't show that well.

