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.
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…
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?
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.