Is the point damage correction of the general attack skill too low

There is a somewhat strange phenomenon in the GD equipment system: the global point damage is generously given, but the point damage for general attack skills is quite stingy. This is not normal, as the former can be amplified by both weapon pool skills and general attack skills, while the latter cannot, resulting in a global point correction of approximately three times the same value as the latter.

From the above picture, it can be seen that point damage correction for general attack skills usually has extremely low values, making it almost an insignificant attribute (20 damage to Righteous Fervor only is equivalent to 6 global damage, who cares). Raising their values to 2-3 times may be a reasonable value, 50 damage to Righteous Fervor might seem high, but it is not an exaggerated value, because it cannot be amplified by both weapon pool skills and general attack skills.

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You can’t look at items side by side in a vacuum. Things are not balanced that way.

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What does this even mean?

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flat modifiers to AA skills is only boosted by direct AA bonuses and your final global dmg
so that 20fire dmg/18 acid vit gets boosted by RF %charge scaling and your spirit/%fire/acid vit dmg (assuming no additional bonuses like +RF TDM somewhere)
Global flat dmg gets boosted by the %weapon dmg on RF; the %wd on wps, and then the charge bonus on RF +spirit/%fire/acid vit bonus

Yes, compared to flat modifiers to AA skills, Global flat dmg has two additional steps:% weapon dmg on RF and% wd on wps. For Righteous Fervor at level 26 and an average of 150% wps, their effects differ by 158% * 150%=237%. Flat modifiers to AA skills have obvious disadvantages, which is why I believe most of them should be increased as they are too insignificant now.

often when an an AA is under/overtuned Z solves it by changing flat AA mods, so i’m guessing there is a method to the madness, and you just have to trust in that

Sorry, perhaps my expression was not clear enough.
I want to express that, the effect of “20 fire damage to Righteous Fervor” on RF is approximately equivalent to only 6-8 global flat fire damage. This value is too low.

yeah, these are pathetic bonuses. just consider they dont exist at all.

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I think it’s really hard to accurately judge the balance of such items by themselves. Instead, they should be tried out in a real build, seeing how swapping them in/out changes the performance of the build.

For example, if you swap the gloves for simpler more defensive ones and feel nothing in terms of changes to your RF damage outputs despite the -2 to the skill and the loss of this damage, then maybe there’s an issue somewhere.

Otherwise yeah with the trove of items that is GD then you can spend endless hours looking at stuff and thinking about them in terms of pure numbers. But what matters is game feel.

Imho, some of the great feedback about the public test looks at existing builds, their performance and how they feel.

Do you use these items in builds that now feel lacking in terms of damage output?

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Well, I have never used Mythical Gauntlets of Ignaffar in my fire RF builds because I feel it too weak. For the fire RF Shieldbreaker, I use Mythical Handguards of Justice with Chest Armor and Shoulders, while for the fire RF Dervish, I use Mythical Dawnshard Grip.

There are many items that have flat modifiers to AA skills, and when choosing them, I usually consider whether the damage conversion they come with is what I need, or other special attributes such as crit damage or attack speed, but I never consider their’s poor flat modifiers.As long as no changes are made, these flat modifiers to AA skills are insignificant.

I’m sorry but this wrong, flat damage on items is not insignificant at all.

But 18 flat on a medal is pointless, you say. You have to compare this to other medals, not all item slots. Do this and you’ll see 18 on a medal is actually pretty good.

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