Peter Thomas wrote...
Base Weapon Damage (in the weapon description, not including on-hit bonuses)
+ Primary Attribute Modifier (0.5 per point over 10)
* Ability Damage Factor (Winter's Grasp is 4.48833 for example)
* Hit Result Modifier (1.0 for normal hits, 1.5+ for critical hits)
+ Berserk Bonus Damage
* Damage Type Modifier (stuff like +15% fire damage)
* Blood Frenzy/Veneer of Calm Modifier (1.0-2.0)
* Cross class Combo Multiplier (if applicable)
Peter Thomas wrote...
1) When an ability hits, if the
ability was a hit with the weapon (basic attacks, a lot of Warrior and
Rogue abilities), it looks at the individual weapon that cause the hit.
It runs through each of the on-hit properties on that weapon and applies
its effect. So a staff with the following properties:
Staff
69 fire damage per hit (whatever DPS)
+10% spirit damage
+7 electricity damage
2.5% chance to stun normal enemies for 3s
You
hit with a basic attack. It processes that attack normally, applying
damage, force and secondary effects from other abilities/modes you may
have on you. Then it checks the weapon for on-hit properties. In this
case, that's electricity damage and chance to stun. The damage it just
applies straight, the stun it checks against the percentile chance of it
happening before applying.
According to that the damage is multiplied and applied straight for Weapon runes, right?
So if I have the Two Handed Weapon Bloom (38 Cold damage) and add a Rune of Devastation how are the 10% Damage from the rune and the 16% Cold damage applied? Is it * 26% additional ice damage for a basic hit?





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