Armour piercing and charge attacks question

I know the basic mechanics behind armour piercing. If you have a weapon that deals 45% pierce, 45% of the physical damage is converted to piercing before modifiers are applied. What I really wanted to know though, was how “increases armour piercing by %” works. There aren’t many sources of this stat. Sinister prefix, Blades of Nadaan and 4 set bonus of Belgothian’s set are the ones I am aware of.

Here’s how I think it works. But I’m hoping someone can etiher correct or confirm for me.

Lets say I have a Belgothian’s Slicer, which has 36% armour piercing. If I take Blades of Nadaan(100% increase) that increases to 72%, and then to 90% if I achieve the Belgothians 4 set(50% increase). If this is the case, how would this affect something like Mythical Reavers claw? The base is already 45%, so Nadaans would put it to 90%. I presume the 4 set Belgothians would change that to 100%, rather than 112.5% conversion, because it would cap at 100%?

My second question relates to charge attacks, specifically how the bonus interacts with the charge levels.

If an attack has 8 charge levels of say 30%, 50%, 65%, 80%, 90%, 100%, 108%, 115%. And the bonus is say 100 flat pierce and the attack deals 155% weapon damage. Does this mean that at charge level 1, you’d gain 30 pierce damage, at 2, 50 etc. Or does it mean that at charge level 1 you gain 130, then at 2, 150 etc? I’m inclined to believe the 2nd option, over the first, otherwise you’d lose damage compared to a normal attack, if the %weapon damage was included as a bonus. If % weapon damage isn’t part of the bonus, then either could be true. Just hoping someone can steer me in the right direction :slight_smile:

It increases base “armour piercing” on weapon by given percentage. So, if you have a weapon with 30% Armour Piercing, and have +100% Armour piercing, it will act as weapon with 60% Armour Piercing. Increases to armour piercing are additive, another +100% will make your weapon have 90% Armour Piercing.

For “charged” attacks, all their bonuses are multiplied by certain percentage, depending on charge level reached. For example, if skill has 150% Weapon Damage and adds 100 lightning damage, and charge levels as 30%, 50%,… 115%, for first hit, it will have 45% Weapon Damage and 30 lightning damage (30% of original values), for second, 75% W. D. and 50 lightning damage, and for final charge level, 172.5% W. D. and 115 lightning damage (115% of original).