Added physical damage + increased physical weapon damage nodes
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Q1:
If I use dualwield and get some of the inc. phys. weap. dmg nodes around the duelist,do the nodes behave like the prefix on weapons "Increased phy. weap. dmg by xxx% "? E.G: This Item has +150% phys dam. If I skill into 24% inc. phy. weap. dmg while dualwielding, the endresult is as if the weapon had 174% phys dam., right? Q2: If I use a Iron ring, do the 1-4 dmg get added onto the base dmg of the weapon or after the % increased. (is the 1-4 dmg from iron ring affected by the inc. phys 174% weapon damage) ? http://www.pathofexile.com/forum/view-thread/1158669
Cyclone MARA Beginners and Advanced Guide. |
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1. They don't, bonuses on your weapon that modify its stats are local and do not stack with your character stats.
So, 127-227 you see on your weapon (plus any flat physical damage you might have on other gear like meginord's girdle) is your base physical damage. That one gets further increased by your stats and other bonuses. By the way, pretty sweet weapon, great for crit glacial DW build with ungil or prismatic in offhand... which is probably what you aim to do. 2. Answered already, but to follow on your example, if you equip an iron ring your base physical damage will be 128-231. Any flat damage bonuses you might have give you base damage, your weapon provides base damage, iron ring provides base damage, elemental auras also provides base damage. Bonuses on weapon that affect its stats are local and modify only the stats weapon initially has to give you its final base, they can't affect a ring. Wish the armchair developers would go back to developing armchairs. ◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► Last edited by raics#7540 on Jun 29, 2014, 8:14:45 AM
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Q1 no they do not. increased physical % on weapon is a local modifier which affects the weapon only nothing else. while increased physical with x% on passive tree is a increase to you character/global, which is additive with all other global increased physical%.
that 150% ipd on your weapon is already calculated on the dmg you see at the top of the weapon. that will then be increased by your character/global ipd% (24%) Q2 1-4 physical from iron ring will not get affected by ipd% on your weapon(again it is local and only affects the weapon) but it is added to your weapons damage and will get increased by character/global ipd%(24%) and support gems etc ofc Ign: LavaMosse
TimeZone: GMT+2 |
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wow this is exactly the weapon I need for my next league´s build :)
IGN: Eric_Lindros
CET: Timezone |
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Are you all sure, because the wording suggests that it gets added to the bas eweapon dmg.
http://www.pathofexile.com/passive-skill-tree/AAAAAgQAmy0XHVeXYEER1b6n7-NjcDSTtkFOKluv0O73o2J5FfYABt0N_MW3FziW Look at the tree, i try to explain. First, take the Notable "Dervish" and the first few nodes "Dual Wield Damage". They State "xx% increased physical weapon damage" ==================================== Now compare it to "Fencing" notable. it states "xx% increased damgee with onehanded melee weapons". I know thatt this notable affects the damage AFTER the base, meaning all skills which use the weapon to do damage get xx increased phys dmg from your baseonto the skill. ==================================== No look at the wording of "Twin terrors notable and the few nodes before it. it states "xx% increased weapon crit. str. chance" If you take my weapon with 8.25 and i dualwield it with the twinterror nodes and the 2 nodes before, the base crit is 18.56 in the char screen. Which mean it does affect the BASE CRIT of the weapon. ==== Thats why i asked if those DW nodes behave the same, since the wording is nearly the same. http://www.pathofexile.com/forum/view-thread/1158669 Cyclone MARA Beginners and Advanced Guide. Last edited by Vincendra#0721 on Jun 29, 2014, 9:20:12 AM
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" Nope, it most certainly doesn't, otherwise people couldn't get their ass over there soon enough. That's one thing you don't have to overthink because absolutely none of the bonuses on passive tree is local. Nodes that specify 'weapon', like 'weapon elemental damage' are there to indicate you must use a weapon to inflict specified damage, in most cases 'weapon damage' can be substituted with 'attack damage', except it would also affect unarmed in that case which devs don't want, therefore the distinction. You need to differentiate local and global mods, for example '10% increased evasion' on your chest is local and affects the evasion stat of the chest to give you its final base defense value which forms base evasion of your char along all other base evasion sources. However, '10% increased evasion' on your ring is global and acts upon that sum just like evasion nodes on passive tree and it stacks with them. So, a good rule of thumb is this: If the item naturally has the stat a bonus is supposed to increase, the bonus is local, if it doesn't - it's global (provided it doesn't explicitly say it's global in which case no thinking required). There's actually only one case where it might not be as obvious, it's special properties on weapons. If, for example you had a weapon which had '10% chance to flee' it would work only with attacks you make using that weapon, but '10% chance to flee' on a ring would work with all hits you do including spells. Wish the armchair developers would go back to developing armchairs. ◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► Last edited by raics#7540 on Jun 29, 2014, 3:04:30 PM
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" EDIT: see next post. http://www.pathofexile.com/forum/view-thread/1158669 Cyclone MARA Beginners and Advanced Guide. Last edited by Vincendra#0721 on Jun 29, 2014, 12:50:29 PM
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nvm, found out allready, thank for the help.
http://www.pathofexile.com/forum/view-thread/1158669 Cyclone MARA Beginners and Advanced Guide. Last edited by Vincendra#0721 on Jun 29, 2014, 1:00:42 PM
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