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Damage numbers related to benefits of adding rune(s)


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7 réponses à ce sujet

#1
Stars_Fan_47

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If I add a +2 physical damage rune to a weapon that initially does 40 physical damage, shouldn't the stats for damage and/or DPS increment by some like number? The other question(s) this leads to would be: should I use that staff that does 22 base fire damage with an added +4 fire damage rune (for, presumably, 26 fire damage) or the one that does 24 fire damage with no runes added?

#2
Troponin

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Correct me if I am wrong, but generally, staves do low damage, so boosting the staves damage isn't going to be optimal instead of adding a damage rune that boosts whatever spell damage you use the most. So, that +4 fire damage would be excellent for an ele mage, but probably not so much for a primal mage.

#3
Stars_Fan_47

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thanks-this is more of a generic hypothetical question than I may have made it sound. I play DA:O and DA2 on the PS3 and have noticed that I can take a weapon with (hypothetically) 20 physical damage, add a rune that does +2 physical damage (again, hypothetically) and I see no increase in damage numbers. How do I know that my weapon is seeing any benefit from adding a rune?

#4
Troponin

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Oh, I see what you're saying.

So you want to see the damage numbers? You have to go in to your options and turn them on. You should see different colored numbers based on the type of damage. I think that might answer your question. You would have to just test is before and after though.

Other than that, I am not sure there is any other way to see the difference. I am sure with resistances and rounding numbers, there might be times where you don't see an increase though.

#5
mr_afk

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You want the higher base damage. the base damage is used in calculating for spell damage (e.g. base damage*multiplier). This means that while autoattacks may be of a similar dps having a higher base damage weapon is almost always preferable (though there's an iffy area when comparing lower base damage staves with +%elemental damage).

#6
Stars_Fan_47

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I guess what's confusing to me is the timing of when to use weapons like those provided in the recent add-on packs. All but the two-handed swords are designed to increase stats as levels go up. As an example, if I have a choice between 1) Staff of Parthalon (22 fire damage base) that has a +4 fire damage rune, and 2) Malcolms Honor (20 spirit damage base that has +2 spirit damage rune, which is the better choice? I realize that elemental resistances would figure into the final calculations, but all things being equal which is the more damaging staff? I also realize that other stats are affected because of the perks for the add-on equipment.
Also, the stats I'm referring to that don't appear to change or update with the addition of a rune, are those on the bottom left of the Inventory screen.

#7
Stars_Fan_47

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I made a mistake on the Malcoms Honor/Staff of Parthalon numbers...they should be 22 fire plus a +2 fire damage rune as opposed to 20 spirit plus a +4 spirit damage rune. In my mind (which is probably a big part of the problem and confusion) both of these staves should be doing 24 damage, albeit different forms of damage.

#8
mr_afk

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hmm how did you manage to get a rune into malcolm's honour? Or does it have +spirit damage which I forgot about?

Anyway, the 22 base will mean that your spells will do more damage. Also, the +%fire damage from the staff of parthalon will be useful for your fire spells. The crit chance from malcolm's honour will also affect your dps and your potential spell damage. For example:
Chain Lightning damage = 3.14*base damage = 3.14*(staff damage+(magic-10)/2)
This means that there will be ~3.14*2=6.3 damage difference between staves.

This doesn't seem like much but if you're hitting a CCC off on an elemental weakness, that's an extra 38 damage (6.3*3*2=37.8) (which still probably won't make much difference but it adds up! haha)

But yeah, the basic attacks should be similar with differences mainly depending on elemental weaknesses and the equipment you have on (spirit damage halves enemy resistance but it's much easier to stack on +%fire damage).

The most important thing to consider after elemental weaknesses is the +%elemental damage. The staff of parthalon has a +15% fire damage if memory serves me right, which means that your firestorms will do 15% more damage. This means that a generic staff with 24 base damage for example may not perform as well in terms of fire damage.

After that (mostly if you're using a crit-build) critical chance comes into play. If you crit you're dealing ~+50% right off the bat. If you stack on crit damage gear you can get up to ~+80-90% extra damage. This plays a large factor in dps (as you can reach crit chances ~60-70%) and for spell damage, as spells can crit and you can add that +70% damage to your spell.

In summary; Focus on staves that fit your specialisations/elemental focus. If you're a spirit crit-mage malcolm's honour should be your go to staff unless you're facing immunities or elemental weaknesses. If you stack on crit gear and spirit damage gear you should be dealing considerable amounts of damage.

If you're an elemental build e.g. with over +100% fire damage you should focus on fire staves unless you're facing immunities or elemental weaknesses.

Generally speaking you want staves with higher base damage and a corresponding +elemental damage and you can safely ignore that +damage from runes etc. as that isn't included in spells and won't play that much of a difference besides at earlier levels.