Originally Posted by error3
Originally Posted by Stabbey

The OP is wrong and it does not end on the same turn you use it. Rage does persist for the following turn, with a 0 turn duration, so you can have a full 6 AP to use attacking.


Yeah, "set Enraged for 1 turn(s)" meaning 2 turns of Enraged is very misleading.

I'd still rather it be altered to a % damage boost. Not necessarily a buff, but something to allow the skill's use to not clash with Crit Chance and Backstab.


I find the whole turn duration for several skills for misleading. I often am a bit confused whether a status will end this turn or next. I wish this could be a bit more clear somehow.

Since Rage DOES last essentially 2 turns (sort of 1.5 turns, really) as it did before (I was surprised they would add that nerf without noting that anyway), I think it's most certainly still very good if used intelligently. Error3 explains it perfectly. Basically converts 6 AP = 15 AP worth of damage. And indeed, that doesn't even capture how much Rage synergizes with AOE attacks.

Using Error3's setup of 250% crit multiplier, let's say you're using 6 AP to whirlwind, crippling blow, and bullrush (polymorph rush) three enemies each. That roughly triples the value of the damage bonus per AP. Is that, what, 6 AP equaling ~40 AP worth of damage non-rage standard attack damage? Perhaps that's a little exaggerated, but even 6 AP = 15 AP of damage is phenomenal, so any improvement to that ratio is incredible.

Obviously a 250% crit multiplier is very idealized (I think a 300% crit multiplier is possible if you max scoundrel and two-handed with +50% crit mult. weapon), but even achieving a 175% crit multiplier and using AOE attacks is very effective.

A single AP was hardly going to make the difference from the most damaging strategy in the game to balanced. The much more significant nerf was removing its use as a debuff on enemies. Even limiting the ability to pick up any skill with 1 point won't make that much of a difference. I daresay one could remove or greatly reduce the resist/dodge penalty and just make it a source skill. Or it needs a complete rework.