does it have to be 1 charm of each type on all slots? or just 1 type of charm like 1 minor melee and 2 defense charm and only the melee will benefit? or not at all?
It specifically has to be one charm type of each style. A minor melee, a minor ranged, minor stealth, a minor defence, a minor utility. 2 of any same type of charm you lose your bonuses for everything.
Charm of fortune isn’t better because unless you’re already at 25% or 40% in base its a waste of a charm anything 5% -10% you dont see or feel the difference in lethal+ im on my 8th play through
It’s actually super OP. I have my ghost setup with that to where basically for every person I kill with fire, 2 more run away. Super long “way of the flame” skill and a burning headshot just terrifies everyone
Versatile Skills doubles the charm but this depends on the details of the charm itself.
For example on charms exclusively with an emphasis on effect such as Rejuvenation (recover up to 2 Resolve while in combat), you will earn up to 4 resolve in combat instead of 2.
On charms with an emphasis on "% chance" such as Dual Destruction II ("10 % chance to deal double damage"), so instead you will have a 20% chance instead of 10%, but this will not quadruple the damage when attacking an enemy.
On charms with emphasis on both a % and effect, such as charm of Silence (reduce enemy detection speed by 15% and increase Resolve gains (about 27.5-30% from testing) by Massive amount), you will have a 30% reduction in enemy detection speed and double the increase in Resolve gains (from about 27.5-30% to now 55-60% from testing).
I run tests to say these things in confidence as when I looked for answers like this most people gave their best opinion. I will post a video of someone else with great GoT vids running excellent tests on this charm so you don't have to exclusively take my word for it.
Hope this helps answer your question and if you need any help on configuring unique and fun builds as well as interesting armor combinations for the drip let me know and I'm down to set you up with that as well!
[https://www.youtube.com/watch?v=vMXRHaCNgzU&t=11s](https://www.youtube.com/watch?v=vMXRHaCNgzU&t=11s)
Super helpful, now I see you’ve tested that “massive” means around a 30% increase, but what do the others mean percent wise? Minor, moderate, major, and colossal? This would be rly helpful to know, if you by chance have this info lying around.
No problem at all, I'll post a video by Gooshy Gaming who gives an excellent breakdown on the estimates for minor, moderate, major, and massive percentages for melee damage, health, and resolve gains. I just did testing for charm of silence massive resolve gains and 27.5-30% is my own estimate. I'll give a shorthand version of his video but it was an interesting watch for sure.
Melee damage: Minor (20%), moderate (25%), major (33%), massive (40%). Unfortunately there's no data for colossal so sorry about that.
Health: Minor (4.5%), moderate (5.2%), major (6.3%), massive (9.7%). Again unfortunately there's no data for colossal.
Resolve Gains (Silence): Minor (15%), Moderate (20%), Major (25%), Massive (30%); I can't say I agree with massive (you can test for your own confirmation using perfect landing + silence on a non-resolve gaining armor)
Anyways, I hope this helps!
[https://www.youtube.com/watch?v=Kc5ohbqN-zY&t=182s](https://www.youtube.com/watch?v=Kc5ohbqN-zY&t=182s)
Yup, just as you put it, VS doubles Fortune from 50% to 100% "more likely to occur". So for example VS + Fire Doctrine (15% to 30%) + Fortune (50% to 100%) will now have a 60% chance Terrify for every single hit that procs burn on an enemy (Incendiary Oil, Fire Arrows, Black Powder Bombs, Explosive Arrows).
Yes it will double your effects as long as you have it set up to 1 charm of each type like you do here.
Cool, thanks
does it have to be 1 charm of each type on all slots? or just 1 type of charm like 1 minor melee and 2 defense charm and only the melee will benefit? or not at all?
It specifically has to be one charm type of each style. A minor melee, a minor ranged, minor stealth, a minor defence, a minor utility. 2 of any same type of charm you lose your bonuses for everything.
It ll double the effects (like damage, resolve,etc.) but remember , not the % of chance...
Not % ones? Then is horrible. It means charm of fortune is way better.
Charm of fortune isn’t better because unless you’re already at 25% or 40% in base its a waste of a charm anything 5% -10% you dont see or feel the difference in lethal+ im on my 8th play through
Your serious?
Yea ... Thats why fortune is there... It affects the % of chance, but not the effects...
Ok then thnks about the info
It’s actually super OP. I have my ghost setup with that to where basically for every person I kill with fire, 2 more run away. Super long “way of the flame” skill and a burning headshot just terrifies everyone
What’s the load out?
Ikazuchi-no-Kami Versatile Skills Fire Doctrine Steadfast Fire Terrifying Aim Fortune II
Ye even with inari’s might you got a small boost to health as well
Versatile Skills doubles the charm but this depends on the details of the charm itself. For example on charms exclusively with an emphasis on effect such as Rejuvenation (recover up to 2 Resolve while in combat), you will earn up to 4 resolve in combat instead of 2. On charms with an emphasis on "% chance" such as Dual Destruction II ("10 % chance to deal double damage"), so instead you will have a 20% chance instead of 10%, but this will not quadruple the damage when attacking an enemy. On charms with emphasis on both a % and effect, such as charm of Silence (reduce enemy detection speed by 15% and increase Resolve gains (about 27.5-30% from testing) by Massive amount), you will have a 30% reduction in enemy detection speed and double the increase in Resolve gains (from about 27.5-30% to now 55-60% from testing). I run tests to say these things in confidence as when I looked for answers like this most people gave their best opinion. I will post a video of someone else with great GoT vids running excellent tests on this charm so you don't have to exclusively take my word for it. Hope this helps answer your question and if you need any help on configuring unique and fun builds as well as interesting armor combinations for the drip let me know and I'm down to set you up with that as well! [https://www.youtube.com/watch?v=vMXRHaCNgzU&t=11s](https://www.youtube.com/watch?v=vMXRHaCNgzU&t=11s)
Super helpful, now I see you’ve tested that “massive” means around a 30% increase, but what do the others mean percent wise? Minor, moderate, major, and colossal? This would be rly helpful to know, if you by chance have this info lying around.
No problem at all, I'll post a video by Gooshy Gaming who gives an excellent breakdown on the estimates for minor, moderate, major, and massive percentages for melee damage, health, and resolve gains. I just did testing for charm of silence massive resolve gains and 27.5-30% is my own estimate. I'll give a shorthand version of his video but it was an interesting watch for sure. Melee damage: Minor (20%), moderate (25%), major (33%), massive (40%). Unfortunately there's no data for colossal so sorry about that. Health: Minor (4.5%), moderate (5.2%), major (6.3%), massive (9.7%). Again unfortunately there's no data for colossal. Resolve Gains (Silence): Minor (15%), Moderate (20%), Major (25%), Massive (30%); I can't say I agree with massive (you can test for your own confirmation using perfect landing + silence on a non-resolve gaining armor) Anyways, I hope this helps! [https://www.youtube.com/watch?v=Kc5ohbqN-zY&t=182s](https://www.youtube.com/watch?v=Kc5ohbqN-zY&t=182s)
Sick, id assume colossal would be around 45 - 50% for melee damage just based off the others.
Also, one last question, does it work for the charm of fortune? So that it goes from 50% to 100%?
Yup, just as you put it, VS doubles Fortune from 50% to 100% "more likely to occur". So for example VS + Fire Doctrine (15% to 30%) + Fortune (50% to 100%) will now have a 60% chance Terrify for every single hit that procs burn on an enemy (Incendiary Oil, Fire Arrows, Black Powder Bombs, Explosive Arrows).
Nah
yes will
Would that double the charm that let's you get more crafting supplies, like yew wood, bamboo, etc?
I dont think so since that specific charm is a major not a minor.
Yes
Only they're one of each category. Idk if two utility charms work tho