Help with basic mechanics

Can someone please help me with the right information about basic mechanics? Because I’ve done a lot of research in the past, but I gathered my information from all over the internet and I’m not sure which one is actually true or not, because I can’t analyze the effects at the microscopic level while in the game.

A. Do the following debuffs (from different sources) stack or not:

  1. % Reduced enemy damage.
  2. % Reduced enemy attack speed.
  3. Reduced enemy DA/OA.
  4. % chance for enemy to miss attacks.

B. Are the bonuses from a WPS added on top of a default attack replacer or does the WPS completely replace the DAR? (I know about Cadence being the exception)

C. Do the following buffs (from different sources) stack or not:

  1. +DA/OA.
  2. % chance to avoid melee/ranged attacks.

Thanks.

Someone correct me if needed ofc:

A. 1-4 Don’t stack
B. On top or even multiplicative iirc
C. 1-2 Stack

The best guide on mechanics (by Malawiglenn) is in my profile.

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Thanks a lot. I have another one that has bothered me for a long time and I’m still not sure what happens exactly.

Does the “+% chaos damage” from “second rite” apply to the flat damage of “solael’s witchfire” if 100% chaos damage is converted to physical? If so, what’s the general rule of applying “% damage bonus” in relation to global damage type conversion (another appropriate example being “deadly momentum”)? And maybe even to local damage type conversion (via skill modifiers)?

no

% damage only affects final damage after all the conversions (of any kind). There’s one minor exception to this rule but it’s very technical and irrelevant to theorycrafting your build (has very tiny impact) so I’ll skip it for now.

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Ok, so “deadly momentum” also will apply the “% damage bonus” after the global conversion, right? Which makes it irrelevant for a non-physical build. And is it the same with “aspect of the guardian”?

Yes. But the most important part about deadly momentum is flat Physical damage and Trauma not the % damage bonuses

  • which don’t have much impact when you finally have like 3000% damage in your build because they’re additive not multiplicative

so deadly momentum is still very important.

Yes

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Ok, that covers a lot. Thanks again.

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I recommend reading the guide I mentioned. It’s very good.

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unless a debuff says -x% it doesn’t stack with other of same type, easy rule of thumb is to check for the minus symbol, if no minus then you get one/highest value applies

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But what about the skill extensions which provide an increase to the damage of the skill (like Laceration does for Blade Arc). The research I’ve done made me believe that Laceration will apply the +% phys dmg before the global conversion, but after the local conversion (which is done with skill modifiers to Blade Arc). Is this correct?

skill dmg is summed before conversion, regardless if it’s global or direct, so regular % dmg/non buff%(deadly momentum type) is not “lost” on conversion because it’s technically applied to skill’s dmg before conversion even applies
order of events

The order of events for Conversion is as follows: Base Skill > Skill Modifiers > Conversion on Modifiers or Transmuter > Global Conversion on Equipment and Buffs > % damage on Equipment, Auras and Passives

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So, from that workflow I should understand that “+% phys damage” bonus from Laceration will not be applied if I have a global conversion of 100% to another dmg type? Because I thought that the bonus applies right from the start, only on the phys dmg that belongs to Blade Arc, before any conversions.

that’s the opposite of what i said,
Native skill dmg boosters are applied, regardless of conversion, and regardless of conversion source, because whole skill line dmg is summed up before conversion.
It’s only if it’s buff type %dmg, like deadly momentum on cadence, since that’s technically not a native/direct skill booster
You don’t lose skill line dmg bonus from conversion
it’s only global % boosters (items, buffs, devos/% type that appears in char sheet page 2) that is not applicable if conversion happens.

in the above quote you can see there are 2 dmg steps before either direct/global conversion, base skill, skill modifier; Laceration is a regular skill modifier, so it’s applied before conversions in step 3-4 (3 being direct conversion, 4 being global)
*stuff that are not regular skill mods are things like Deadly Momtenum (buff class), Explosive strike or Volcanic Stride or Foul Eruption etc, those are called secondary effects and don’t benefit from/aren’t applied as regular skill modifiers

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That’s quite good news. So, I suppose it’s clear now about the skill extensions, thanks. It’s also great that the conversion from a skill modifier is applied after the skill modifiers, in your workflow.

this list isn’t 100% uptodate anymore iirc, but still like 99% valid (Blood Burst is a regular skill modifier now)

“anything else” on a skill line, is just a regular skill modifier, same goes for items (items can carry skill mods too ofc).
Items generally don’t modify secondary effects and generally don’t confer buff class effects to regular attack skills, so it’s only if an item skill mod is to a buff skill it’s usually also treated as a buff stat (ex 100% physical dmg to IEE)
So if you’re in doubt you can cross reference with that list and if it’s no on it’s a regular skill modifier = dmg line mods combined before conversion.

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This was answered earlier, but I wanted to make clear that there are different versions of that debuff that do stack, if they say “-x defensive ability” instead.

So Blindside (Blitz upgrade) does NOT stack with the Korvaak proc, both say “reduced target’s defensive ability”. But it does stack with Curse of frailty’s Vulnerability upgrade, as that one says “-x defensive ability”

Like Gnomish_inquisition said: look for the - sign.

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Well, when I first asked, I implied “- enemy DA/OA”. So, are you saying that these debuffs stack and are you sure about it? For example, the debuffs for DA from Vulnerability and Markovian’s Advantage stack?

That is what I’ve read on the forum, yes.

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