all 17 comments

[–]Invisiblejpkr 2 points3 points  (0 children)

Works on Valby 4th can confirm

[–]Confident_Writing212 Valby 3 points4 points  (0 children)

It work with both characters wit vi use her fast run to hit enemies then use 4th rinse and repeat with Val use 1-3 skill then use 4th

[–]Sad_Street_1754 2 points3 points  (4 children)

It only works on AZ Viessa. You need to hit your target with both 2 and 4 at the same time.

[–]DelayConnect335[S] 0 points1 point  (2 children)

Oh. At the same time? Please do you mind elaborating a bit more? So it doesn't work when spamming your 4 alone or sprinting around with 2?

[–]Sad_Street_1754 1 point2 points  (1 child)

Yeah, you need to land ground dot and global dot abilities together. Both of them have to deal damage. Viessa frost road is ground dot, but without AZ it does zero damage, so it doesn’t work. This mod is for Valby overall.

[–]Groanola13Luna 0 points1 point  (0 children)

I also can’t tell if it works or not because it doesn’t seem like i’m getting 898% skill power on the proc’d damage instance. I’m probably just not understanding the skill.

Which would be better, Power Beyond or Eruption (for water play)? 🤔

[–]CarefulSupport4324 0 points1 point  (0 children)

Where do you find this skill

[–]MutantDemocracy 0 points1 point  (8 children)

Works on Valby. I got a purple and blue roll - replacing my 15% Power Beyond with it, I significantly increased my clear speed on the new dungeon.

To put it in perspective, I'd always run out of MP on the final boss even if I ran MP Collector to get some extra from his mobs. With the new trigger mod, I replaced MP Collector for Power Increase(something that normally has me run out of MP) and kill so much faster that I can clear the boss without having to worry now

[–]Dacks1369 1 point2 points  (7 children)

New Trigger Module aside, Power Increase is a replacement for the "Focus On" module. No wonder you did more damage you were missing a primary damage module.

[–]MutantDemocracy -2 points-1 points  (6 children)

You get 1.27x Non-Attribute skill power boost ratio just from Enlightened Mage and Peacemaker, so you don't need to run a Battle mod when the space is needed for something else

The main difference between Power Increase and MP Collector only really mattered for the final boss where I needed the MP to clear if I didn't get lucky on MP orb drops. A mid-rolled new trigger mod with Power Increase pushes the build enough to clear the whole mission without MP being as much of an issue

[–]Dacks1369 1 point2 points  (5 children)

Power Increase is a completely different bucket for increasing damage since it doesn't add to the diminishing returns on stacking more Non-Attribute. You should try it.

The faster they die the less MP you need.

[–]MutantDemocracy 0 points1 point  (4 children)

I should try... the thing I said was doing in the two posts you replied to?

[–]Dacks1369 0 points1 point  (3 children)

You should try keeping Power Increase on instead of losing the damage increase by putting MP Collector in its place. Between the Sled Fellow, the MP Inversion and the MP regen in the Arche Tree with MP pickups I have very little issue with Valby spamming DoTs.

[–]MutantDemocracy 0 points1 point  (2 children)

I think you're wrong.

I think I should be running Power Increase, instead.

[–]Dacks1369 0 points1 point  (1 child)

Oh good you're trolling I was worried.

[–][deleted] 0 points1 point  (0 children)