Does %Weapon damage affect Slow, Stun, Confuse, reduce enemy damage etc

I already know that skills with %weapon damage apply reduced resistances, DOTs and ADctD at reduced efficiency when the weapon damage value is under 100%.

Does the same apply to Slows, Stuns and Reduce enemy damage debuffs that are carried through the weapon?

Only one I ever really tested was freeze which applies to full effect regardless of the % weapon damage value. I see no reason that the same wouldn’t be true for other forms of CC. Reduced damage is a debuff however, so that does scale through % weapon damage.

Just to clarify, the %life leech “efficiency” is still the same, you only get less health because you deal less damage.

No, the efficiency is not the same. Lifesteal is also scaled down in addition to the damage.

Really disapointed for the %Reduced Damage Scaling. Why is this mechanic in even in existence? Casters are already at a huge disadvantage in so many other areas of the game already…

Wait what? That doesn’t sound right. I thought this issue was fixed a while ago (https://steamcommunity.com/app/219990/discussions/0/451850849180759729/).

So if you have 10% lifesteal and deal 100 damage with your weapon, you get 10 health back, but if you have 10% lifesteal and deal 100 damage with a spell using 20% weapon damage, you only get 2 health?

Total damage modified ≠ % weapon damage.

Yes.

Because theoretically weapon characters are disadvantaged by a lack of AoE. Due to a number of factors however this is of course utter nonsense in practice.

Precisely, they fixed resistance reduction being affected by “total damage modified by x%” so Clean Sweep or High Potency wouldn’t be OP. I thought they would take a look at all the lifesteal occurences (so total damage AND weapon damage) at the same time.

That’s messed up. 100 damage from %weapon damage + 10% lifesteal should give you 10 health back, regardless of how much %weapon damage you used.