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Combat mechanic questions:


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#1
Ankarah

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1. Which stat exactly affects the "% weapon damage" modifier?

 

- for example, my one handed axe has a base damage of 150, plus a master corruption rune, for a total displayed DPS of 277,

now, if I use a skill that says 400% of weapons damage, does it take the 'base damage' stat of a weapon at 150? or a 'dps' at 277?

 

 

2a. If it's the former, then slower but harder-hitting weapons would be always superior when it comes to skill based damage scaling - is there a mechanic in place that normalizes this at certain attack speed?

 

2b. If it's the latter, then would rune portion of the dps that otherwise would not affect the outcome of a swing, ie) corruption rune vs dragon, still affect the total damage value when calculating the final % damage?

 

 

3. The armor penentration stat displays in attribute section as a % value, but in the sub-text, it says each point ignores one armor of an enemy, which is contradictory to what 'percent' stands for.

At 10%, would it ignore 10% of enemy's total armor? or would it ignore 10 points of armor?    

 

 



#2
Quixim

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1) It's the "base damage".

2) I'm not sure what you mean. It's a general tradeoff, as weapons with lower dps (one-handed weapons, daggers) have advantages in either shields or higher melee dps that make up for the lowered weapon damage that you would deal otherwise.

 

3) I'm pretty sure it's percent. Armor Penetration is not particularly useful against a lot of enemies, becuase they don't have incredibly high armor, but for someone with low attack (DW rogues) against enemies with very high armor (dragons) it can be useful.



#3
Lucrece

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Even on rogues it's kind of useless thanks to sundering passives. It's always better to take the +attack/crit/critdmg % option



#4
Sylvius the Mad

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1. Base damage

2. The former.

3. Percent.

#5
Ankarah

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2) I'm not sure what you mean. It's a general tradeoff, as weapons with lower dps (one-handed weapons, daggers) have advantages in either shields or higher melee dps that make up for the lowered weapon damage that you would deal otherwise.

 

 

 

What I mean by this is that different type of one-handed weapons have different attack speeds, for example, one-handed swords swing much slower than one-handed axes, giving them much higher base weapon damage at the same tier, or dps, making them a much more attractive option as far as skill damage scaling is concerned.