Across the Obelisk’s hero pool is large, varying and scary. Each character has their own specialisations and roles they like fitting into, but characters are also extremely flexible in their applications. This guides purpose is to outline the main roles that a hero can play towards, and how they are done.
Flat scaling increases the base damage of your card
Flat damage increasers are:
Mark and bless increase all damage by 1 per charge.
Sharp increases slashing and piercing damage by 1 per charge.
Dealing Damage
The second most important part of winning a fight. Increasing our damage is an extremely unintuitive problem. There are three main pillars of increasing damage.
Resistance is the last number in the calculation, and is just as impactful as the previous two. Resistances can be decreased in the following ways.
Vulnerable applies -5% to all resistances (8% with perk)
Chill, Burn, Spark reduce their respective resistance by 1% each and maxes at 200 stacks
Sanctify reduces holy by 1% each and maxes at 100
Insane reduces mind by 0.5% each and maxes at 100
Dark reduces shadow by 1% each and maxes out at 25(sometimes)
With perks, other resistances can be reduced.
Mark can reduce Slashing by 0.3% per charge.
Poison can reduce Shadow by 0.3% per charge.
Decay can reduce Shadow by 8% per charge.
Chill can reduce Blunt by 0.3% per charge.
Wet can reduce Lightning by 1% per charge.
Percentage scaling is a multiplier on the base damage of your card.
1) Flat scaling increases the base damage of your card.
2) Percentage scaling is a multiplier on the base damage of your card.
3) Resistance is the final multiplier at the end of the calculation
All 3 pillars are equally important to increasing damage, and neglecting any one of them is the easiest pitfall when building a carry.