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UTC 22 : 40 Apr 28, 2024
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All skills are not applying hp on hit addons properly
Oct 26, 2022, 15:48 (UTC)
1453 15
Last Edit : Oct 27, 2022, 16:14 (UTC)
# 11

Thats interesting, it may truly be bugged then. But not surprising, this game is full of bugs. Hopefully its fixed.

Last Edit : Oct 27, 2022, 22:44 (UTC)
# 12

I would hardly qualify it as bugged but rather just missing the explanation. 
The way these addons work (both HP and MP) is that they apply only on 3 hits. They also scale with the number or targets hit. 

As an example:

Using a T3 HP Addon on a 10 hit skill would end up in the following heals:

- 1 target: 3*15 = 45

- 3 targets: 3*15*3 = 135

- 10 targets: 3*15*10 = 450

(You can easily test this on the dummies in the arena)

That is why Hp addons are usually not recommended to run. And if you want to run them, then only on skills with very large hit boxes so you can be sure to hit 10 targets at once. 
I suppose it would be helpful to have this text somehow added to the description of the addons or somewhere. As a matter of fact, most addons only apply on a fraction of the hits (downsmash etc for example only on one hit; hits with long cast time only apply the addon at the start instead of constantly refreshing it).

Maybe it would help to have a general rule of how when the addons are applied. But I would not call it a bug, same as I wouldn't say that a long cast time skill should apply the addon multiple times. 

To correct: I tested 3 skills that all had 3 addon ticks applied so i mistakenly assumed the same was true for all skills. As i was using my phone at the time of writing the feedback, i could not see the video cuz it was too small. I now tested all skills in my kit and it is true that the amount of procs seems rather random for the addon recovery (I found 1, 2, 3, and 6 procs). I could also not make out a rule for animation size, animation time, number of animation parts etc, so it would be extremely helpful to know how this number of procs is decided, since right now it seems arbitrary to me.

Last Edit : Oct 27, 2022, 19:24 (UTC)
# 13
Écrit le : 27 oct. 2022, 16:59 (UTC), par : Minarya

I would hardly qualify it as bugged but rather just missing the explanation. 
The way these addons work (both HP and MP) is that they apply only on 3 hits. They also scale with the number or targets hit. 

As an example:

Using a T3 HP Addon on a 10 hit skill would end up in the following heals:

- 1 target: 3*15 = 45

- 3 targets: 3*15*3 = 135

- 10 targets: 3*15*10 = 450

(You can easily test this on the dummies in the arena)

It show clearly that is not on 3 hit only, but it's not on the 29 hit of the spell either.

Last Edit : Oct 27, 2022, 20:31 (UTC)
# 14

Just copying this from the Reddit counterpart to this thread:

People seem to be confusing 2 things in the comments: Skills have a number of hits yes, and, if the skill lists HP recovery in the base skill (such as on say, Kuno spin2win) you will gain HP for all those indicated hits, I believe once per use of the skill (not per target).

Add-ons however work off of their own separate hidden hits, basically every skill as a certain amount of "add-on proc hits" in its total hit count. This amount of add-on hits differs from skill to skill, some having a single hit, some two, some more. These add-on hits are what are effected by HP on hit add-ons, and these can proc multiple times off of different enemies.

Yes PA should change the tooltips, but strictly speaking neither are 'bugged'. If skills did proc addons on every hit, and for each enemy, HP recovery would be obscenely overpowered.

Last Edit : Oct 28, 2022, 07:40 (UTC)
# 15
Do you have the source of what you say? Several assertions on the functioning of addons have just been made and they are not all compatible.

let's assume it works like this. So Ok it's not a bug but the tooltips imply the opposite, so they are erroneous information that must be corrected by Pearl Abyss.

Just the multiple statements in this short discussion demonstrate that there is a need for clarity on how Addons work.

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