What decides staff bolt damage type?
#1
Posté 22 novembre 2009 - 11:34
It might be worth telling that her previous staff was Wintersbreath, which deals ice damage.
#2
Posté 23 novembre 2009 - 12:09
#3
Posté 23 novembre 2009 - 12:09
#4
Posté 23 novembre 2009 - 12:11
#5
Posté 23 novembre 2009 - 12:14
IronVanguard wrote...
Pretty sure those percents increase spell damage of those types. Or at least, that's what I always thought.
I've never thought of it that way, interesting so say the least.
#6
Posté 23 novembre 2009 - 12:17
#7
Posté 23 novembre 2009 - 12:19
#8
Posté 23 novembre 2009 - 12:21
According to game developers, at least.
Modifié par marshalleck, 23 novembre 2009 - 12:22 .
#9
Posté 23 novembre 2009 - 12:22
#10
Posté 23 novembre 2009 - 04:53
on a similar not, im sure i read that +% damage from items is capped at 30%. Whether this is a bug or intended i dont know. So what im doing with my mages is having 2 different damage type staffs and2 sets of damage gear for when i come across cold immune mobs etc.
Modifié par Siven80, 23 novembre 2009 - 04:58 .
#11
Posté 23 novembre 2009 - 05:44
- Fire
- Ice
- Cold (same as Ice, but lower "DamageBonus" variable)
- Lightning
- Poison (physical)
These following staves can be looked at in the toolset:
Acolyte's Staff: Physical
Darkspawn Staff: Physical
Magic Staff: Physical
Enchanter's Staff: Ice
Piece of Wood: Physical
Blackened Heartwood Staff: Physical
Torch of Embers: Fire
Pyromancer's Brand: Fire
Malign Staff: Physical
Harrowmont's Staff: Lightning
Wintersbreath: Ice
Lightning Rod: Lightning
Heaven's Wrath: Lightning
Staff of the Ephemeral Order: Physical
Magister's Staff: Fire
Staff of the Magister Lord: Ice
Oak Branch: Physical
Sylvan's Mercy: Physical
Shaperate's Blessing: Ice
Warden's Keep has another staff:
Winter's Breath (Warden's Keep): Ice
Note that through scripting, a projectile can be easily swapped against another one. I'm not sure if that ever happens through some kind of loot/merchant randomization or such.
Also, I hate this forum software. It doesn't do anything right.
Modifié par Trylane, 23 novembre 2009 - 06:01 .
#12
Posté 23 novembre 2009 - 06:07
#13
Posté 23 novembre 2009 - 06:11
Look at Morri's robes.
Having tracked down a BUNCH of +cold gear for Morri...it works on her spells she cast.Staff be darned.
#14
Posté 23 novembre 2009 - 06:15
sethroskull79 wrote...
I was wondering the same thing. If a staff had %5 cold damage, %5 Fire, %5 electric, does than mean it only helps enhance lets say a fireball spell 5% more than it would have done? Or does it mean the staff does 5 fire 5 cold and 5 electric damage to an enemy.
I read the staff descriptions as enhancing those spells and not doing that damage itself.
So, for instance, if you have a staff that does +10% cold damage, then all your cold spells will do 10% more damage.
Its the same thing with the gloves, robes, hats, and whatever that have a "+" to a damage type. Those items arent doing the damage directly, but enhancing the spells that do that damage.
#15
Posté 23 novembre 2009 - 06:24
#16
Posté 23 novembre 2009 - 06:39
#17
Posté 23 novembre 2009 - 06:43
I guess that the damage inflected by your staff/spell will define the % of bonus damage.
10% of zero is still nil. That been said, if your staff or spell is fire based damage and you have a bonus of 10% cold damage it will added nothing to your damage. Thus a staff that deals 5% cold, 5% fire and 5%lithning will increase by 5% the type of damage that your staff /spell inflects.
#18
Posté 23 novembre 2009 - 06:46
#19
Posté 23 novembre 2009 - 07:01
Dang, it would really be great if we could access the combat log in-game.
#20
Posté 23 novembre 2009 - 07:39
ProjectileDamageBonus depends on projectile:
- Fire: 0.2
- Ice: 0.15
- Cold: 0.1
- Lightning: 0.1
- Poison: 0.15
ArcaneFocus: 1.33 if you have it, else it's 1 (it adds 33%)
fSpellPowerComponent: SpellPower/4 * ArcaneFocus * ProjectileDamageBonus
Damage = 4 + Random[0,1] * fSpellPowerComponent/4 + fSpellPowerComponent * 0.75
This calculation is done WAY before the actual damage is being dealt and is part of the calculation whether an attack is hit or miss (or something else), it seems.
Very much later the attack is being resolved. I assume the initial damage being used here is the one calculated above, though I'm a bit lost in the scripts here... But importantly, at this point bonus damage is being applied (GetModifiedDamage(...) in Effects_ApplyInstantEffectDamage(...) in Combat_HandleAttackImpact(...)). Based on type of damage the bonus damage for that type is fetched from the creature. This is an engine function (GetCreatureProperty(...)) and not handled through scripts, so it's impossible to tell if there's a hard cap for bonus damage %%.
I'm very sure though that any bonus damage property from items (including staves) does affect staff damage. Also, if that's true, equipment %% bonus properties would increase the bonus added by Arcane Focus...
Well, no guarantee that I didn't misinterpret the combat rules, though!
Edit: DamageBonus was wrong. It's derived from the projectile, not the material. I'm certain staff material does not affect staff damage, only it's spell power bonus.
Modifié par Trylane, 23 novembre 2009 - 08:14 .
#21
Posté 23 novembre 2009 - 07:50
#22
Posté 23 novembre 2009 - 07:59
I believe it is even visible in your damage stat in the inventory window.
#23
Posté 24 novembre 2009 - 02:21
#24
Posté 24 novembre 2009 - 08:02
sethroskull79 wrote...
Which Staves have a cold, fire, or electric projectile?
Look here: http://social.biowar...x/276644#285066
Electric = Lightning, Cold = Ice
Modifié par Trylane, 24 novembre 2009 - 08:03 .
#25
Posté 24 novembre 2009 - 08:09
Haven't used the toolset for anything but savegame editing yet, since the game engine doesn't thrill me enough to actually mod anything. Somewhat dashed hopes there.





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