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[1.04] Please don't use the word "multiplier" in tooltips anymore.


b0rsuk

Question

http://forums.obsidian.net/topic/78557-104very-short-video-proof-that-damage-enchant-on-weapon-and-hit-quality-damage-mod-are-additive-for-meleeranged-weapons/

 

There's evidence that vast majority of attack damage components are additive, not multiplicative. In this light using the word "multiplier" in skill, spell and item description is highly misleading.

 

It essentially works like this:

 

base_weapon_damage * (1 + 0.5(critical hit) + 0.25 (lash from weapon) + 0.15(weapon quality) + 0.5(Flames of Devotion) + ...)

 

Old wording:

 


Fine Spear

Damage: 13-18

Accurate: +5 Accuracy

Fine: +4 Accuracy, x1.15 damage

 

New wording:

 


Fine Spear

Damage: 13-18

Accurate: +5 Accuracy

Fine: +4 Accuracy, +15% damage

 

This would once and for all prevent all questions like "In what order is damage multiplied ? Does critical come after or before my damage buff  ?"

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But it doesn't work like you described :) ..

 

Lash from weapon and FOD (which is also a lash component) aren't additive damage modifiers .. They are calculated as

% of weapon damage inflicted BaseRoll * (1+ sum(damage modifiers)) = WD  .. Lashes are all % of WD and always go against 25% of the appropriate target's DR ..

 

Check this particular post for a few numeric examples from the game http://forums.obsidian.net/topic/78239-abilities-various-other-damage-related-mechanics-revealed/?p=1670860

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Still, lashes are the only exception to that rule, so in general this is a clarifying suggestion. Lashes should also be explained as secondary hits, because that's what they technically are.

if you want to get downright technical - weapon damage  + all lash effects while calculated separately, are then summed together and the result subtracted only once of target's Health and Endurance variables (no multiple hits)..

 

You might see this as nitpicking- but it has direct game-play consequences (For example combusting wounds damage won't get applied 5 times of a monk using elementally enchanted weapon with torments reach, lightning strikes and turning wheel - just once)

 

Maybe they did it this way to reduce combat log volume, whatever the reason this is how it currently works .

 

Blunderbuss shots + wounding shot (DOT) however will trigger combusting wounds 6 times per initial weapon projectile hits (assuming no misses)  then 6 times per DOT tick(s) for the duration ... A LOT more damage ( hundreds more /  abuse territory ?) than single shot weapons ..

Edited by peddroelm

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