If I use an item that adds “-% enemy resistance” to Guardians of Empyrion, will this debuff be applied even without putting skill points into Celestial presence? If yes, does it mean that the summons will apply the debuff through attacks?
needs 1pt in celestial presence to apply
-x% debuffs can’t be applied by regular attacks and requires a pseudo dot/ticking debuff like Presence’s aura
Thanks a lot.
Can you also help me decide what would impact final damage more?
- an additional -15% resistance applied to enemies.
- 150 flat damage applied to a skill.
For the first case, an additional -15% resistance for a global damage bonus of 3000% would mean an additional damage bonus of ~500% (relative to the total flat damage) to every skill.
For the second case, if I add 150 flat damage to a single skill, it means an additional total flat damage of 4.5k to that skill alone.
To make the two cases equal, it means that the total flat damage of the skill (without the extra 150) should be 4.5k / 5 = 900 flat damage. To verify this:
- 900 x 35 = 31.5k.
- 1050 x 30 = 31.5k.
So, unless the total flat damage of the skill is at least 900, it’s better to take the flat damage bonus, instead of the “-% resistance”. Let me test this scenario too, assuming the total flat damage now is 500.
- 500 x 35 = 17.5k.
- 650 x 30 = 19.5k.
So, it does look like the conclusion is correct. Therefore, flat damage added seems to buff more a particular skill, while lower resistance would help all skills, in case you have more. But you usually should focus buffing the spammable skill, because that’s the one that applies the most dps, right?
i’ve no idea how you arrive at those numbers, nor why your decided that 15rr equates to 500% dmg bonus @_@
as to the flat dmg, it’s going to depend on the skill it’s applied to, not all flat dmg mods are created equal
for the rr value, it’s going depend on how much you have vs enemy res, for that we have the RR calc 🧮 Critical Hit / Resistance Calculators - DPS multipliers
Ok, so based on your own method (and you don’t have to describe it like I did) or intuition, what’s best to take? Flat damage bonuses from skill modifiers or lower resistance modifiers?
again, it’s going to depend on the scenario, which skill is getting the flat dmg mod, how much RR does the build already have
the more RR your build has, the less effect another 15 will have
If it’s 150 flat dmg to say… pox, or swarm, i generally (personally) dont’ care about it that much, because it’s basically “unscaleable”(fixed dmg 1x sec), if it’s flat dmg to a stackable skill i might really want it, is it flat dmg to a wps or DAR, one will attack almost 4x/sec the other will depend on wps % chance. Is it actually flat dmg or flat dot.
Basically i’m saying there isn’t really a universal rule as the way both of them scales will vary depending on the specific use case and build
Let’s make it even more particular - 150 flat damage to Eye of reckoning or -15% resist for Guardians of Empyrion?
150 to EoR without blinking
Yes, it’s what I thought too, thanks a lot.
stuff like eor and aar with high frequency attacks scales insanely on flat dmg mods,
with EoR it’s 12hits per second, so even on a non native RR type like chaos or aether (ie class wont get double RR masteries), i’d personally probably still take the 150flat for eor not even caring to confirm with DPYes ![]()
Not sure how you end up at 500%. How much -15% RR equates to depends on how much resistance the enemy has to start with and how much other RR you already have.
If you have no RR and the enemy has 80%, then -15% RR will result in 75% extra damage.
If you already have 80% RR, or the enemy starts with 0% then the -15% is just 15% extra damage.
If you have already have -50% and the enemy starts with 0% res, -15% is only 10% extra damage.
For the flat damage it depends a lot on what the skill is and how much damage it already has. Additionally if the skill has a big amount of %WD already the flat on the skill itself quickly becomes less interesting than flat weapon damage for example.
Yes, this includes taking global buffs that add flat damage, no matter how small it is, right? Like Lethal assault or Blood of Dreeg.
that’s kinda different, because there you get scaled by %wd, so 1flat dmg isn’t 1 flat dmg. with 30?% wd on EoR your get your global flats cut down to 30%, so 150 flat direct dmg mod would equate to 500base global flat dmg
But not like global flats are useless still ofc, 12x 30%wd is not exactly shabby still
Well, 15% reduction in resistance means 15% more damage taken. But the initial damage taken was n x 30, where n is the total flat damage gathered and 30x the global damage modifier. Thus, 15% more damage is 4.5 x n. This is equivalent to an extra 450% global damage bonus.
check the RR calc to see how that isn’t always the case
Ok, then it’s just a rough approximation.
You mean buffs like Lethal assault and Blood of Dreeg? They both apply the extra flat damage through % weapon damage?
yes, that’s how global flats or “buff” flats work, they only apply to weapon attacks and skill/effects with %weapon dmg, and will be scaled by the amount of %wd on the effect
Same with flat dmg on a ring or augment, or in devo, all the flat dmg that goes in your char sheet page 2 is “global” and %wd applied/scaled
Ok, good to know. Some accurate descriptions would’ve been nice for each buff.