I built a Fire/Chaos Pyro and there isn’t much Chaos in the Occultist tree so I invested into Solael’s. I don’t much care for Sigil but since Solael’s has been lackluster in my builds that have it, I might switch. My question is regarding the +% bonuses: usually these bonuses only apply to the skill line in question, so for example the +%Chaos in SR would only apply to the flat Chaos damage in Solael’s. But this skill is a little unique in that it “binds” to your weapon attacks, so I’m wondering if perhaps the percentage bonuses apply to all attacks and skills as the bonuses on weapons do.
Another question: If a another skill adds a percentage of weapon damage, let’s say 30%, does Solael’s attach to that skill, and if so would the Solael’s damage also scale down to 30%, or would you get the full benefit of all damage bonuses from Solael’s/SR on that skill?
Finally, anyone else finding that Solael’s just kind of sucks in general? Maybe it’s the builds I have it on.
Solael’s adds flat chaos damage. Like any flat damage adders, it is more useful the faster your attacks are. On a dual wield gunslinger with fast pistols, Solael’s adds a huge amount of DPS. On two handed maul build, not so much.
Solael’s will add damage proportionally to the weapon damage factor on attacks which do less than 100% weapon damage.
Second Rite does add to your sheet +Chaos%, not just to the flat chaos damage of Solael’s.
My level 80 brimstone gunslinger with 22/12 Solael’s and 3/12 Second Rite has 28K sheet DPS without Solael’s activated, and 40K sheet DPS with it. That one skill gives me a 42% DPS increase.
I myself am a DW gunslinger. However, on my sheet the damage is added only once. Fire Strike is bound to default, so shouldn’t I be seeing a much higher increase? I mean, I’ve got 121% on both main hand and offhand for Fire Strike, and 30% for each hand from Explosive Strike, so shouldn’t that Chaos damage be 302% of the listed value on Solaels? But I’m only seeing the 572 flat damage from 18/12 SW and the 8% from SR on my sheet. Damage per Hit reflects a similar 1x application.
By the way…28K/40k??? How the hell? I have all Legendary gear, what am I doing wrong?
With 100% weapon damage you get the full value listed on the skill and above 100% doesn’t net you more. This also applies to ADCTH and passive resist debuffs like Mark of Dreeg and Viper constellation debuff.
Don’t worry too much about the sheet math; it’s wonky, it doesn’t accurately reflect all factors which impact actual performance, and you’ll just frustrate yourself trying to make the numbers work. Just use it as an indicator, with higher numbers being generally better.
My sheet dps when I log in is 21K. Flame Touched 11 brings that to 25K, Vindictive Flame 5 to 26K, Possession 11 to 28K, and Solael’s 22 to 40K. Exterminus + Deviltongue both with Deviltouched ammo, nothing bizarre in other slots. Chaos mod is +933% and Fire mod is +1187%. Firestrike specline is 19/16/14/22. Let me know if you want more info, or post your grimcalc and loadout for feedback.
False. Flat damage is boosted by any % Weapon Damage value, regardless of how high. Only secondary effects (ADCtH/Resist Reduction, etc.) are not modified over 100%.
Exterminus / Deviltouched Ammo
Deviltongue / Deviltouched Ammo
Empowered Gunslinger’s Jacket / Chains of Oleron
Stonehide Imperial Leggings of Attack / Silk Swatch
Empowered Marauder’s Ammo Belt/ Antivenom
Wyrmscale Footguards / Mark of the Traveler
Voidsteel Gauntlets / Unholy Inscription
Shadowflame Mantle / Silk Swatch
Ulzuin’s Headguard / Leathery Hide
Heart of Ulzuin / Arcane Spark
Entropic Coil / Corpse Dust
Resistant Inscribed Band of Voidfire / Mark of Illusions
Black Star of Deceit / Dread Skull
Ulzuin’s Pyroclasm
Devotion mapping:
Abominable Might -> Fire Strike
Flame Torrent -> Thermite Mine
Eldritch Fire -> Flashbang
Meteor Shower -> Demon’s Breath
So you get the full flat damage listed in the skill regardless of the aumont of weapon damage? What’s with this game and inconsistent mechanics? I’m just gonna refrain from posting in these type of topics from now on.
If you have 150% Weapon Damage, you get 1.5x as much flat damage as you would from a 100% Weapon Damage skill. Likewise, a 50% Weapon Damage skill would get 0.5x as much as the 100% Weapon Damage skill.
The mechanics are inconsistent, but primarily because of balance reasons. Back in Early Access, a strategy was used to nuke an enemy’s resists into oblivion by using Resist Reduction effects + Shadow Strike, which would amp the RR to obscene levels from its % Weapon Damage. Following that, RR has been capped at 100% efficiency.
The change to ADCtH was more recent and one I still disagree with.
TL;DR the mechanics didn’t use to be inconsistent, but they are now for balance reasons.
You are saying FLAT damage. Ok. But as I understand it, something like Solael’s/SR can bind to skills that include a percentage of weapon damage as well (if this is false, correct me). I further understand that if that %weapon damage is lower than 100%, then the effect from SW/SR will also be concomitantly lowered to that same percentage. So if that’s the case, my most recent question was if the opposite is true…such as with the Fire Strike line that can give much more than 100% of main hand/offhand damage. If that is true, my sheet isn’t showing it (with FS bound to default). It just shows the exact amount of both flat and percentage damage shown in the tooltip for SW/SR. No less, no more.
This paragraph was confusing to read, so I’ll outline the mechanics to the best of my ability.
Solael’s is a buff. It applies its stats globally to your character sheet.
Second Rite is a modifier of that buff. It adds its stats to the Solael’s buff, meaning whenever Solael’s is active, you get Second Rite’s stats as well (similar to IEE + Overload + Elemental Balance, or Field Command + Squad Tactics).
% Damage is always applied to everything, but is not modified by % Weapon Damage.
Flat Damage values are only applied through skills that use % Weapon Damage, and is modified by that % Weapon Damage appropriately. If Solael’s gave you 10 flat damage and you had a skill with 120% Weapon Damage, Solael’s would give that skill 12 flat damage.
You answered all my questions, thanks. I think I was given some incorrect information previously. I was under the impression that, with the exception of buffs, that +% damage within a skill only applied to damage in that skill line itself. Which would not make any sense looking at something like Cadence, where Fighting Form and Deadly Momentum both give % to pierce, but nowhere in the Cadence skill line is there any flat Pierce damage.
+% damage on a skill line will only apply to damage dealt by that skill. The only exceptions to this are if the stats are applied as a buff to the character such as with deadly momentum. Cadence is able to deal pierce damage through it’s weapon damage modifier. Fighting form for example is not going to apply to forcewave.
The %piercing on those skills would buff any piercing conversion, like on swords, and if you had flat pierce damage from Dual Blades in the NB tree, which is what it’s meant to synergize with. Oleron’s Rage is another example where this intended synergy becomes clear.
I mean more like what Nine said, with Deadly Momentum. As well Oleron’s would affect the overall %pierce. Whereas FF would only apply during Cadence strikes.