Damage Distribution Chart

Inspired by a chart I saw in another thread, I decided to make my own. Their chart focused on primary damage types. I went a little differently, and made a chart of ALL the damage sources, buffs, and resistance reductions of each class…Even the small ones.

http://imgur.com/a/iCm28

Obviously some of these damages are pets, or are so small they are just insignificant…Regardless, they’re all here, so that there’d be no argument as to why I did or didn’t include certain items.

As you cannot cause Retaliation Damage, I’ve not included it, despite it being a valid damage source. I’ve also not included Duration modifiers, though that was simply to reduce the chart’s clutter. Pet specific Damage is barely applicable, and thus skipped as well, especially as finding the rare locations of Pet Bonuses isn’t terribly hard…It’s in Shaman and Occultist only. Armor Reduction was included among Physical, as it is a second version of Physical Resistance Reduction.

I specifically included Magical, Elemental, and Duration as categories, just so it was easier to get a feel for such things. It’s worth noting that Spirit specifically scales everything magical, but I did not count % Spirit into my numbers, just as I didn’t count % Cunning towards Crit Damage, despite it being an indirect scaler.

Magical is located such that it includes everything all the way down to and including Electrocute. Duration includes everything below it, down to and including Bleeding. Elemental includes generic Elemental, Fire, Cold, and Lightning only, as Elemental damage bonuses do not buff the associated Duration damages. Thus Burn, Frostburn, and Electrocute are not buffed by Elemental. Non Magical/Duration includes everything that isn’t Duration or Magical, that being everything below it. It does include % Health Reductions, despite those not being a damage type, per se, more of an offensive debuff.

For those confused about Decay…It is specifically Vitality Decay, it’s a damage stat associated with Vitality damage, and it’s a rather rare stat. So if you’ve not seen it, that is most likely why. It was mostly included for the sake of completion.

I didn’t count Conversions, Total Damage, or Total Resistance Reductions. Conversions, simply because they’re less a direct buff, more of a trade of one damage to another; Totals because they’re generically useful for every build equally, and thus are no use on this chart. Transmuters were also skipped over, partly because few were applicable, partly because the transmuters were conversions, partly because they’d then be double counting a single source in the remaining cases.

I was tempted to specifically list attack replacement skills, but the line on that seems rather…Sketchy. You could refer to it only as attacks with a weapon, or you could refer to it as anything with a weapon damage modifier. Either definition leaves things like Markovian’s Advantage in an odd spot, as it’s an attack…Booster? but not a replacer. If Crate happens to have a specific definition as to where things like Markovian’s, Cadence, and Callidor’s all fall, I’ll gladly add that into the chart. Personally I’d call them “Boosters”, “Replacers”, and “Weapon Damage Spells”, respectively, but as that’s just my opinion I left it out of the chart for now.

In general, conclusions can arise:

[SPOILER]Arcanists, despite being Magical and all…Have a Physical Resistance Reduction. It’s labeled that too, instead of reducing armor. What Arcanist wove THAT into the spell? Did they really think hitting someone with a wand or a sceptre needed support? I get as a game, it’s not bad for some extra synergy, but in the game’s lore, it makes zero sense for an Arcanist, with all these magical powers, to voluntarily go close enough to someone to hit them. If they ARE getting that close, then they still have no need to hit the enemy, as they’ve got, you know…magic. Just weird. Though, as could be expected, the majority of their damage is Magical, and they’ve got the most Magical damage of all the classes. Actually, they’ve got ten times more Magical damage than they do Non Magical. Unsuprising.

Demolitionists don’t seem odd…Until you notice the Lightning damage. Why? Lightning doesn’t blow up, and that’s supposed to be their entire point. The rest of their damage supports that, even the Chaos, sort of…But Lightning? What? If it was only on Stun Jacks, that’d be odd, but less so…One off-theme skill, and one could argue that lore-wise, Stun Jacks make sense. But it’s on Flame Touched and other places… Lightning =/= Flame. Something is wonky with these guys having Lightning outside of Stun Jacks.

Nightblades, despite having Blade IN the name…Barely do any Physical damage whatsoever. Apparently they’re less using the blade, and more the point…Can we change their name to NightStabbers? They’ve got Pierce. Also, apparently if you shove Arcanist and Nightblade together, and mix skills the right way…You could scale almost every damage type in the game. Seriously, check…You could use every damage stat except for Pet Damage and Internal Trauma, if you mixed skills the right way. Arcanist has the last few damage types that Nightblade doesn’t, because Nightblade has almost all the damage types. It’s missing out on Aether/Chaos, which makes sense, they aren’t magical, really. It’s missing Fire/Burn and Lightning/Electrocute…They’re assassin, they’re not supposed to be noticed.All that’s left after that is Decay, and Internal Trauma. Decay is rare, so excusable, and Trauma would be loud to cause, thus understandable.

Really, am I the only one who thinks Nightblades are an insane mess to scale? So many random weird damage sources.

Until I made this chart, I thought only Doom Bolt had % Health Reduction. I sit corrected, and surprised. I was also surprised to find that despite Occultist being the Chaos themed class, they don’t actually have a lot of Chaos. It’s got more Vitality and Acid then it does Chaos. Weird.

Shaman technically could argue a 5th source of Vitality, as Storm Totems with the Transmuter are full Vitality…But that’s a Conversion, and a Transmuter, so it was skipped. Not to say that using it in a Vitality build isn’t a good thing though. I don’t know about you all, but I’d still like Shaman much better if they weren’t so hung up on two handers. I like two handers, I have some two hander builds…That doesn’t mean I want to use them all the bloody time. Seriously, a Transmuter to allow those things to work with one handers would be great. Crate? Please? I’d jump on that, dual wield Primal Strike, a couple weapons with that Chain Lightning skill on it…Lightning everywhere! Shaman is also apparently more Duration-based than I realized. Surpised again, I suppose.

I almost expect Soldier to have something Magical. Not because it would make any sense, but just because every other class has odd things shoved into them somewhere. XD[/spoiler]

Spoiler blocks are there just to clean the post up a little. I did try to slap the Imgur link into the IMG tags, but it’s not showing for some reason.

Zantaiiiii…You made my chart obsolete ALREADY? How mean, Zantai.