Grim Misadventure #54: Did You Know...

Будет ли в B21 поднятие уровня персонажа cap

U not from Russia! Where are u from?:furious:

A suggestion for the game guide - Skill Conversion mechanics. How does it work, and what gets converted when. As an example see Xeilua’s question earlier in this thread, and from the B20 patch notes. Also see this thread on the aether ray.

If a skill deals x% weapon damage, which part of the weapon’s damage stats are used? E.g. the Hellmaw Shotgun has little base damage but fire and burn. Likewise for the Spectral Longsword and its vitality damage. And how about flat damage bonusses from a weapon’s affix(es)?

% Weapon Damage takes a basic weapon attack and applies it to the skill. So imagine if you just auto attacked the mob instead, any effects applied on that auto attack would also be applied on a skill that uses % Weapon Damage, multiplied by the % (so 125% weapon damage is a basic attack adjusted by x1.25)

This means that any bonuses such as +fire damage, energy leech, or % current life damage, etc. would be applied with the attack. In your examples, using a Hellmaw Shotgun with a skill that does % Weapon Damage would cause the skill to deal some ratio of the shotgun’s fire/burn damage.

So “any bonuses” means any source regardless of the damage type, which is usually added to my default attack - including auras and flat damage of affixes on non-weapon gear. Turns out I was wrong in [post=192930]the other thread[/post]. Thanx.

A really small question regarding slow effect on skills description :

is -% speed (Veil of Shadow, Curse of Frailty) equal to %slow for x seconds (Olexra’s Flash Freeze) ?

if not what is the difference, if yes isn’t it slightly confusing ?

They are slightly different and actually stack.

Debuffs are a bit different in that they alter a target’s stats, whereas an attack that slows is applied as an effect on top of that.

So if you have a debuff that is -50% move speed, and then attack that target with something like “30% Slower target Movement for 5s”, the total reduction would actually be -80%.

I posted these questions in another section of the forum, but was redirected by ibugsy to this post. And so ill just copy paste my questions here :smiley:
Some of these questions might already been answered, ill start backtracking in this thread. Im sorry if there are any double questions :slight_smile:

I have some questions regarding the mechanics/calculations behind added damage, increased damage, damage of time effects, weapon damage in skills/spells and the mention of Elemental damage.

[ul]Added damage
Lets start with added damage. Many pieces of gear have some damage numbers on them, lets say a helm with the of Ruin suffix. That will say something like; 3 Physical Damage / +10% Physical Damage. (Physical damage is of course not the only possible form of added damage.)
Is this damage added on every hit (attack / weapon swing) you make on a enemy?
Is this damage added to the damage of a spell, and in case of a AoE spell, is this damage added per mob or divided among the number of targets?[/ul]

[ul]Increased damage
Not only items can have a % modifier on them, some skills have this as well. I assume that increased damage from armor just stacks up into 1 pool. Having multiple items with a % poison damage affix, will just grand you a bonus to any poison damage you do.

But what about weapons, are the % modifiers on weapons local or global. Lets take the weapon Blood Carver, does the +29% bleeding damage only apply to the bleeds you apply with this weapon? Or would it also increase the damage you would do with a skill, say Bloody Pox?

And what about skills. Soleal’s Witchfire give you +% poison damage, but the text on the skills speaks about “upon every strike”, does this mean it only increases poison damage done by weapons?
And this because even more confusing to me with the upgrades to skills. Again I look at Soleal’s Witchfire, this time to its upgrade path Second Rite. This gives +% Vitality damage and +%Chaos damage. Does this only apply to any source of Vitality and/or Chaos damage, or only to weapon attacks?
Soleal’s Witchfire is a buff to your character, so i assume the % modifiers are global to any damage inflicted by the character.

There are however % modifiers, which have the same notations, but of which I suspect the increase is only local (only affecting the spell itself). Example of this would be Bloody Pox’s upgrades. Wasting adds Vitality damage and gives a % Bleeding damage increase. Black Death grands % Bleeding and Vitality damage increases. I assume these upgrades only increase the bleeding and vitality damage done with Bloody Pox. Yet, as I said before, the notation is the same in Black Death as it is in Second Rite[/ul]

[ul]Damage of Time (DoT)
Burn, Frostburn, Electrocute, Bleeding and Poison are the types of DoTs ive come across. Ive also seen mention of Internal Trauma, which i suspect to be a form of Vitality DoT, if i had to guess. All these effects have a type of damage which can be inflicted directly aswell; Fire, Cold, Lightning, Physical and Acid.

Is the damage of these effects only increased by their specific % modifier, or would +% Fire damage also increase the effect of a burn?

Can DoTs crit?
And more specifically; can they have critical applications, which would increase the damage of every thick. Or can individual thicks crit, which would mean the % crit change is rolled for every think?

Do the thicks of a DoT proc skills that have a % chance when hit? For example Maiven’s Lens, does the thick of a poison count as being hit? Or those the term hit only apply to weapon attacks and/or spells?
[/ul]

[ul]Weapon Damage in skills/spells
Dreeg’s Evil Eye, Forcewave and Callidor’s Tempest mention x% weapon damage. (There might be more skills which ive missed)
I wonder how this part of its damage is calculated.

If there are +flat damage modifiers, do they get added to the weapon damage before the spell is calculated? If there are % physical (or any elemental in the case of dagger/scepter) modifiers, are they used to calculate weapon damage?
If the character has a buff like Iskandra’s Elemental Exchange, which “causes the weapons of allies” to gain added Elemental damage, does this damage get added to the weapon damage used to calculate the spell?
If the character has a weapon which has a affix that grands it Bleeding Damage, can this be applied using the spell?
If the character has a two-handed weapon like Tremor, which has a big differance in minimum and maximum damage, does the spell have the same sway, or will it use the average damage?
If the character dual-wields any combination of weapons, does the weapon damage of both get added, or will only the main hand weapon be used in the calculation? And in the case of dual-wielding, would the added Piercing Damage from Dual Blades, be added to the weapon damage at all?
[/ul]

[ul]Elemental Damage
Ive seen it mentioned in Iskandra’s Elemental Exchange, but its also used in the suffix of the Sage; + flat Elemental Damage. Elemental Resistance increases fire, cold and lighting resistance. Does Elemental damage do all 3 types of damage? Or would it do the type which has the least resistance, or does it alternate between the 3?

Ive also seen mention of +% Elemental damage, does this increase all sources of Fire, Cold and Lighting damage? EDIT: And as i mentioned in my questions about DoTs in a more specific manner, does %Elemental damage increase the damage of Burn, Frostburn and Electrocute?
[/ul]

I answered this in the other thread but crossposting here until Zantai sees your post and cleans up my mess :slight_smile:

Added damage

Treated like extra damage on your weapon AFAIK. If it’s on your gear, it applies to both weapons if you dualwield. It applies to skills that have a % weapon damage ratio. It doesn’t apply to other skills. Same for physical damage and all other types.

Increased damage
Global bonuses on weapons.

Solaels
See “added damage”. It’s every hit and spells that have weapon damage ratios (mostly physical/melee skills but some exceptions).

Upgrades to skills
Bonuses here generally only apply to the skill itself. Exceptions: If the skill itself is a buff, like Solaels.

Damage over time types
They are not affected by the equivalent instant damage. Burn does not get damage from +%fire damage

Can dots crit?
I have no idea. I dont think so though.

Does poison proc?
I think procs are only on things that have %weapon damage ratios. Nothing else counts as hit. DoTs shouldnt count as hits.

Weapon damage ratios:
Imagine an auto-attack. It gets all +flat bonuses on your gear (ie your helm has +5 fire damage, that goes on your autoattack too).

Your autoattack might be (using pretend gear here, to make an example)
5-10 physical damage (on your axe)
10 cold damage (from your amulet)
10 chaos damage (5 from your Solaels buff, 5 from your ring)

This then gets modified to
10-20 physical damage (from +100% physical damage on your gear)
30 cold damage (from +200% cold damage on your gear)
20 chaos damage (from +100% chaos damage on the Solaels modifier, applying to both sources of chaos damage since Solaels is a buff, not a damage spell)

If your spell then does
100 piercing damage and 50% weapon damage

It will do, on the mob:
200 piercing damage (from +100% piercing damage on your gear)
5-10 physical damage (from your weapon damage, cut in half since it does 50% weapon damage
15 cold damage (same)
10 chaos damage (same)

All this damage is then modified by your spirit (increasing magic damage) and cunning (increasing physical and pierce)

E: Rivera corrected me in the other thread that this modifier from attributes is additive with damage-type bonuses like +% cold damage, rather than multiplicative. Either way, it’s not included in the damage type bonuses listed on your character sheet.

I’m not 100% sure on the order of this and not 100% sure if weapon damage ratios apply exactly like this, but it should be close enough to work as a guideline.

Flat elemental damage gives you 1/3rd of the value as each of cold/fire/lightning
% elemental damage gives you the full value to all three.

Added damage
Flat Damage bonuses are applied to your weapon attacks. Flat damage on armor or skills applies to any weapon, flat damage on a weapon applies only to that weapon.

Increased damage
% Damage bonuses on equipment or buff/passive skills apply to all damage dealt of that type, weapon attacks or skills. % modifiers on weapons apply to all damage as well.

Solael’s Witchfire is a buff. Once active, its benefits apply to everything. The flat damage applies to weapon attacks, just like flat damage from equipment, and the % damage applies to all damage, just like on equipment.

Skill modifiers, those connected to an active skill by a line, only alter the skill they are assigned to.

You can track what affects what by looking at Tabs 2 and 3 on the character sheet.

Damage of Time
Damage over Time effects are separate from direct damage. They have their own modifiers. Internal Trauma is the equivalent of Physical damage over time.

Damage over time cannot crit and it will not activate on hit effects. Only the initial hit which applies the DoT can trigger on hit effects.

Weapon Damage in skills/spells
% Weapon Damage takes a basic weapon attack and applies it to the skill. So imagine if you just auto attacked the mob instead, any effects applied on that auto attack would also be applied on a skill that uses % Weapon Damage, multiplied by the % (so 125% weapon damage is a basic attack adjusted by x1.25)

This means that any bonuses such as +fire damage, energy leech, or % current life damage, etc. would be applied with the attack. % bonuses are applied on top of all this as they normally would be for a basic attack.

% Weapon damage would act as if you swung the weapon, so the weapon’s damage range does apply. On a 2h-er with a wide damage range, you could hit very hard or very low depending on what damage is rolled.

Elemental Damage
Flat elemental damage is dealt as 1/3 fire + 1/3 ice + 1/3 lightning. % elemental damage applies its total to fire, ice and lightning. Similarly, elemental resist applies its total to all three resistances.

It does not affect burn, frostburn and electrocute.

Zantai, any chance if you could clear this up as well:

Lifesteal (ADCTH) does not apply to straight caster spells as I understand it, but only spells with a weapon damage ratio, right?

Does the lifesteal apply fully or only to the portion of the damage dealt that comes from the weapon damage ratio? If we imagine something like Albrechts Aether Ray, for instance, seeing as a relatively low amount of its total damage will be from the weapon damage ratio.

Any Life steal you get on weapon attacks would apply only to the % weapon damage portion of the skill, so Aether Ray would not generate a lot of life steal.

когда поднимите уровень и закончите уже 3 акт? долго ждать zantai?
в каком билде вы планируете выпустить 3 акт и скоко их всего будет?
вы же хотели поднятия уровня сделать в 21 билде почему не сделали?
если не сложно ответьте на эти вопросы

ok, very helpful, thank you !

Hi.

I’ve been levelling my Occultist for a while, and now I have a few questions about some of the class mechanics I’d like you to answer. :slight_smile:

  1. Does Spirit increase pet damage ? If not, do they benefit from any of my characters stats ?

  2. About Bloody Pox:

  • does the % reduction to enemy’s health count as flat damage ( like it deals a flat n% of the enemy’s hp ), or does it just reduce the mob’s hp stat for the dot’s duration ?
  • do Vitality damage, Bleeding damage, %hp reduction ( and also Internal trauma) share the same type ( element ) of damage ? Which one is it ?
  • a bit related to the question above, but will the %Vitality damage increase from the Black Death mod also affect the skill’s bleeding damage ?
  • is Vitality damage considered as magic, and does my Spirit affect it ?
  1. I’ve read that Solael’s Witchfire %poison/vitality/chaos damage modifiers will apply to spells and weapon attacks, but will it also apply to pet’s abilities ( like the Hellhound’s Ember Claw ) ?
    Also, will the %elemental/frostburn/etc increase from Arcanist’s Iskandra’s Elemental Exchange’s mods also apply to my and my pets’ spells, or does it work differently from Witchfire because it’s an aura ?

  2. Do pets benefit from my character’s %elemental damage? Like, if I have +10% Lightning damage on my helmet, will my Familiar’s Lightning Strike deal 10% more damage as well, or will it only apply to my character ?

  3. I’m not sure how Total Damage works. Does it also increase pet damage ? For example, let’s say I equip an item like this :

[b]Awesome Stick of Secret Devotion

+10% Total Damage
Bonus to all pets :+20% Total Damage[/b]

Will my pets have their total damage increased by 20% or by 30% (20+ 10) ?

I’ve probably forgotten to ask you something, but I guess that will do for now. :stuck_out_tongue:

Thanks in advance !

  1. Nope. Only items which specifically say “Bonus to all pets” affect pets. No player attribute affects pets.
  2. %reduction is flat damage. Vitality scales with spirit; bleeding scales with cunning. %vitality does not affect bleeding.
  3. Witchfire does not apply to pets, only to you. Iskandra’s Elemental Exchange does apply to pets.
  4. No, that only helps your character.
  5. That would add +10% to all your damage, and +20% to all of your pet’s damage.

Is it possible for all affixes to spawn on any item?

Was hoping I can eventually score something like Lich’s and of Dreeg’s Gaze

Use graceful dusk item database to figure that out.

Not every item type has the same kind of prefixes or suffixes.

I did read alot of questnions and answers already and that did help alot. Some questions still remain and i thank you in advance if you can answer some of them.

  1. I wondering how the “default weapon attack” thing works in this game. Like… is this just a term to describe how you use those spells (instead of your autoattack) or does it really have a meaning?

  2. About the whole topic wich passive % dmg multiplier scales for what: when iam using Solaels Witchfires next tier, Second Rite, the % numbers do count for every dmg i deal if i did understand correctly. Other % numbers on upgrades from abilitys are tied to the spell itself only, atleast thats what i did read here. So iam wondering whats up with some spells giving me +% vitality dmg on a spell that doesnt deal any vitality dmg on its own? That would defeat the whole “tied to their spells” thingy. So iam quiet confused about that. I would love to get that clear.

  3. Does the Energy Burn from Second Rite work with lets say Devouring Swarm? Or is it only for “Attacks” with your weapon. Iam thinking about my first question right here.

Like i said, thank you already.

Greetings.