base damage and damage effectiveness

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Ludvator wrote:
damage effectivness also modifies Life on Hit. Deals X% of base damage does not

No it doesn't

Look above I already said when they changed it.
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Uvne wrote:
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.



Ahh okay- so my mistake was semantics and the the precise way in which the same result I presented was calculated(well other then me being flat out wrong about life gain on hit w/ attacks due to my semantics mistake).
Talisman softcore IGN:disappointment
Okay, so first of all sry for necroing this thread, but i have a question that i didn't get an answer on.

If we take Mark of the Doubting Knight for example.
The weapon description says: "210% - 240% increaed damage"

As far as i got it, this simply gives the weapon more base damage, right?


So, what about for example Bino's Kitchen Knife?
The weapon says: "Adds (50–120 to 60–140) Physical Damage"

Is that calculated as Base or as Added damage when it comes to DE?
If it is, does it count for Damage added by items like Meginord's Girdle as well?


Thanks in advance!
Last edited by Scherge#6940 on Jan 30, 2016, 10:20:07 AM
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Scherge wrote:
Okay, so first of all sry for necroing this thread, but i have a question that i didn't get an answer on.

If we take Mark of the Doubting Knight for example.
The weapon description says: "210% - 240% increaed damage"

As far as i got it, this simply gives the weapon more base damage, right?


So, what about for example Bino's Kitchen Knife?
The weapon says: "Adds (50–120 to 60–140) Physical Damage"

Is that calculated as Base or as Added damage when it comes to DE?
If it is, does it count for Damage added by items like Meginord's Girdle as well?


Thanks in advance!


I'm no expert but I think this is how it works. If a weapon has "adds x physical damage ", that is a local modifier and is already figured into the damage shown on the weapon. Similarly %increased damage on a weapon is local as well and is also already figured into displayed weapon base damage. However, if you get flat physical added from other gear slots, that is added to the weapon base before it gets modified by tree and gem increases. One thing I'm not sure about is if the added flat damage from non weapon gear gets modified by the local %increased on the weapon, but I'm sure someone more knowledgeable can straighten that out.

Edit: That's why flat physical on gear is so important for facebreaker builds, because that flat damage gets multiplyed by the huge % increased on the facebreaker gloves. Also that means % increased damage on the tree is less effective because the facebreakers already have a huge % increased.
Last edited by Kaicimo#0941 on Jan 30, 2016, 11:11:23 AM
I think the answer to your question is the individual local mods don't matter. The overal weapon has a base damage. Skills scale based on that overal weapon damage, not on the individual components of it. Damage effectiveness is the same. Sort of. It doesn't care about individual weapon mods either. But DE only affects support gems, not main skill gems. So in that respect it really doesn't matter what what the weapon stats are.
Guild Leader The Amazon Basin <BASIN>
Play Nice and Show Some Class www.theamazonbasin.com
"
Kaicimo wrote:
"
Scherge wrote:
Okay, so first of all sry for necroing this thread, but i have a question that i didn't get an answer on.

If we take Mark of the Doubting Knight for example.
The weapon description says: "210% - 240% increaed damage"

As far as i got it, this simply gives the weapon more base damage, right?


So, what about for example Bino's Kitchen Knife?
The weapon says: "Adds (50–120 to 60–140) Physical Damage"

Is that calculated as Base or as Added damage when it comes to DE?
If it is, does it count for Damage added by items like Meginord's Girdle as well?


Thanks in advance!


I'm no expert but I think this is how it works. If a weapon has "adds x physical damage ", that is a local modifier and is already figured into the damage shown on the weapon. Similarly %increased damage on a weapon is local as well and is also already figured into displayed weapon base damage. However, if you get flat physical added from other gear slots, that is added to the weapon base before it gets modified by tree and gem increases. One thing I'm not sure about is if the added flat damage from non weapon gear gets modified by the local %increased on the weapon, but I'm sure someone more knowledgeable can straighten that out.

Edit: That's why flat physical on gear is so important for facebreaker builds, because that flat damage gets multiplyed by the huge % increased on the facebreaker gloves. Also that means % increased damage on the tree is less effective because the facebreakers already have a huge % increased.


Facebreakers give a "More unarmed physical damage" modifier, not increased. Increased damage nodes are just as effective for facebreaker as anything else.
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darkmark009 wrote:

Facebreakers give a "More unarmed physical damage" modifier, not increased. Increased damage nodes are just as effective for facebreaker as anything else.


My bad, like I said, I'm definitely no expert and I've never made a facebreaker build. I was just trying to use it as an example to illustrate the principals involved.

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