base damage and damage effectiveness
don't quite understand how they are used to calculate damage.
for example, IB has a damage effectiveness of 125% double strike deals 70% of base damage thanks. |
|
" take your whole damage after everything is added to it (like p.e. added lighting damage). multiply it by damage efectivness. end result. (also note that double strike may be at 70%, but it hits twice, so it's actually a 140%) |
|
thanks, but why are there two categories , "base damage" and "damage effectiveness" ?
there must be some difference between the two. |
|
Damage effectiveness is a stat used to balaced sources of added chaos/elemental damage and lifegain on hit against how fast the attack/spell hits.
For instance fireball casts every .85 seconds and thus linking an added chaos damage gems(say at a level that gives +100 chaos damage) would add about 117% DPS to fireball. By contrast Incinerate casts every .24 seconds- that same gem would normally add over 400 DPS(4 hits per second)- that obviously wouldn't be balanced so Incinerate was given a damage effectiveness of 20%- That means "+100 chaos damage" only actually ads 20% of that value(20 chaos damage) to Incinerate. Damage effectiveness also scales down life-gain on hit. For instance even though cyclone doubles your attack speed, it's 40% damage effectiveness means it's no better at generating life via life gain on hit then any other source of damage. It's just a mechanic that prevents most forms of effect-on-hit from being overpowered or useless on skill that hit very fast or slow respectively. Now technically Damage effectiveness actually multiplies ALL damage(even base)- but the tooltips on spells have already factored in the damage effectiveness to their listed damage totals. This means the base damage listed when you mouse over spells is accurate and won't be increased or decreased further by damage effectiveness. Attacks are different- since the gem doesn't know the base damage(which is determined by your weapon), 125% damage effectiveness does literally translate into "all damage with this attack is 25% more then usual. So for attacks, it's one of the main measures of how much damage that attack will do PER HIT. Talisman softcore IGN:disappointment
|
|
" wrong. back in beta when instead of damage effectivness we had the generic multiplier it also scaled lgoh. after the change that switched it to damage effectivness the ONLY thing that is modified is damage. p.e. 10 lgoh on heavy strike (150% damage effectivness) will give 10 life 10 lgoh on double strike (70%effectivness, 2 hits) will give 20 life. been that way ever since they changed the stat to DAMAGE effectivness. |
|
" OK, oversight on my part- but that's only for attacks. Talisman softcore IGN:disappointment
|
|
"False. Damage Effectiveness applies only to added damage, not to base damage. The spells son't factor it in already, they simply aren't affected by it. This isn't particularly different in practice for spells, but makes this part significantly wrong: " | |
" Good to know. I'd always assumed weapon damage was multiplied by DE. So in the absence of any bonus damage from other gear slots,an unlinked Heavy Strike doesn't do any more damage per hit then, say, a basic attac(well differences in increased melee physical from heavy strike level)? Talisman softcore IGN:disappointment Last edited by bilun#7650 on Feb 27, 2014, 2:37:48 AM
|
|
Heavy Strike's bonus is listed as "deals x% of base damage" not as "damage effectiveness." I'm not entirely sure of all the mechanics at play here, but I just checked, and yes, Heavy Strike does 50% more damage per hit than the basic attack.
| |
damage effectivness also modifies Life on Hit. Deals X% of base damage does not
IGN: Eric_Lindros
CET: Timezone |
|