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
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).