The mechanics thread - beta edition (in depth FAQ)

How exactly does quantity work - will having 100% quantity make say 2 orbs drop instead of 1?
IGN: Cadenza - Account Name
SheHulkPoRN - Critical Staff Sweep
ExquisiteVaginalPoker - 1h Axe/Shield Cyclone (Bringer of Rain)
LollipopCamelTOE - 2H Axe Cyclone
(Closed Beta since August 4th, 2011)
Last edited by Cadenza#3170 on Sep 8, 2011, 7:36:31 AM
  • Updated class armour bonuses for hybrid classes from 6% to 12%. This must have changed in an undocumented patch.
  • Added note about quality on weapons stacking additively with %ED, not multiplicatively.




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Cadenza wrote:
How exactly does quantity work - will having 100% quantity make say 2 orbs drop instead of 1?

It just increases the chance the a monster/chest will drop something. So +100% quantity means that on average twice as many items will drop - the same as if you had killed twice as many monsters.


Last edited by Malice#2426 on Sep 8, 2011, 8:00:32 AM
Oh okay, good info. Thanks for being active/the thread so far, Malice.
IGN: Cadenza - Account Name
SheHulkPoRN - Critical Staff Sweep
ExquisiteVaginalPoker - 1h Axe/Shield Cyclone (Bringer of Rain)
LollipopCamelTOE - 2H Axe Cyclone
(Closed Beta since August 4th, 2011)
Aaaah the amount of information seems a bit overwhelming, but i will surely look into it.
Information that is not mentioned:

increased spell damage stacks additively with increased fire/lightning/cold damage, not multiplicatively

Added physical damage from any source other than a weapon is applied AFTER increased physical damage mods. I can assume this is the case for elemental damage as well (although, don't get confused — realize that spells don't get added elemental damage from items, it's only attacks)

added lightning/cold damage stacks with the base damage of the spell, including the added lightning damage passive. What I mean is it's applied BEFORE increased spell damage and increased fire/lightning/cold damage. As implied, it is buffed by increased spell damage, even though one would think "added lightning damage" wouldn't to be a part of the spell's damage.


Pretty much mentioned already:
Armor and flasks are (from what I can tell so far,) the only items in the game to which stack multiplicatively from quality. Gems (support and skill) just tack on damage to all damage types, but additively. On weapons, quality just adds 20% more (150 increased damage would become 170 increased damage)


Also in case anyone is unclear how party exp works, here's a simple chart:
A= party size. total exp is divided by this number (due to exp sharing). All players are assumed to be equal level
B= Experience multiplier — the amount of experience the party as a whole gets
C= Overall exp share each party member gets (assuming they're the same level)

—A —- B ——- C —
 1 | 1.00x | 100%
 2 | 1.75x | 87.5%
 3 | 2.50x | 83.3%
 4 | 3.25x | 81.3%
 5 | 4.00x | 80.0%
 6 | 4.75x | 79.2%
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Last edited by Xapti#6455 on Sep 9, 2011, 6:58:25 PM
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Xapti wrote:
Added physical damage from any source other than a weapon is applied AFTER increased physical damage mods. I can assume this is the case for elemental damage as well (although, don't get confused — realize that spells don't get added elemental damage from items, it's only attacks)
Could you go into some more detail of what you mean here, because this doesn't line up with my understanding of the system. I think you may be mistaken and/or found something weird.
"
Mark_GGG wrote:
"
Xapti wrote:
Added physical damage from any source other than a weapon is applied AFTER increased physical damage mods. I can assume this is the case for elemental damage as well (although, don't get confused — realize that spells don't get added elemental damage from items, it's only attacks)
Could you go into some more detail of what you mean here, because this doesn't line up with my understanding of the system. I think you may be mistaken and/or found something weird.

I think he means that off-weapon integer physical damage bonuses (say, from a ring) are not increased by on-weapon %ED and quality, while on-weapon integer bonuses are.

I haven't tested it myself, so I'm not confirming it, but I think that is what Xapti is saying.
Yeah that's what I mean. I am certainly right about the physical damage.
With regards to added fire/cold/lightning damage on items, I should clarify: it is affected by increased cold damage, as well as generic increased damage to all types, but NOT by enhanced elemental damage on weapons.

System is very biased against attacks, especially physical attacks.
Fresh cakes for all occasions.
Delivery in 30 eons or less
Call 1-800-DOMINUS
Remember - 'Dominus Delivers'
Last edited by Xapti#6455 on Sep 10, 2011, 10:33:56 PM
Could someone post formula to count dmg ,without attack speed included ,just the dmg per hit.

I think it work something like that ,but not sure :

(weapon physical dmg +flat physical dmg mods/skills) * (1+weapon physical dmg mod) *(1+ physical dmg skill/mods increase) +(flat elemental dmg mods/skill * (1+elemental skill/mods dmg increase))

Legend in examples:
weapon physical dmg = axe with 100dmg
flat physical dmg mods/skills = +10 physical dmg
weapon physical dmg mod = axe with +50% physical dmg
physical dmg mod/skills = +5% axe dmg , +50% dmg increase in skill
flat elemental dmg mods/skills= +20 fire dmg, +10 ice dmg
elemental dmg mods/skills = +15% ice dmg , +7% fire dmg ,+10% weapon elemental dmg

Last edited by herflik#4390 on Sep 11, 2011, 7:13:11 AM
Sweet holy mother of God, that was nice load of info. Thanks alot!
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