![]() The problem is +flat dmg to weapon( from enchant, sockets) will boost output dmg by weapon by that flat dmg can scale with Stat( Str/Focus), while +% dmg/all dmg/ type dmg is just that % of base dmg.Į.g: if your weapon is an Axe with weapon dmg is 500 physical dmg, attack speed 1.0 => weapon dps( base) = 500 your hero have 1000 str => weapon dps( output) = 500 x(1+ 00) = 500 x 6 = 3000 dps( physical dmg). And when in doubt, one can actually take a sheet of paper and do the math /txhuy88 For heavier weapons it can start to be better to have +20% to all damage. It's very simple math - however it only works for fast weapons. ![]() 5 seconds -> that's a +200 to the DPS, and thus +160 damage to your skill. So let's say you have attach a +100 to a weapon that hits once every. Originally posted by potterman28wxcv:It's just because DPS is really : Damage Per Second.Įverytime you use a skill that deals say 80% of your DPS, your weapon DPS matters a lot. Stack lots of it for yourself and avoid walking into it when enemy archers throw Time Damage Liquid Bombs. yes- no one in TL2 can avoid "Damage over Time". Which is why Skills with %DPS are very effective since they calculate the % after the other totals are taken. % is only good if it raises total damage however some % boosts are not coded to give this. +200 (any type) Damage is much more effective than +20% (any type) Damage especially when stacked onto Weapons because DPS is so networked into many damage events in game. I worked with some modders on damage for vanilla classes and here's the big secret: Minion Summon Skills are boosted by +x% Pet Minion Affixes. So Ninja has a little of everything but it is closer to the Outlander skill wise.ĥ. Some mod classes share skills or similar skills to the original ones: Some classes have skills that acommodate both so the two damage options are viable.ĭexterity caps at 495 and Vitality maxes at 999.Ĥ. Strength will always benefit your damage especially "DPS" based skills.įocus is the second best damage opiton but is only very good if the class relies heavily on non "DPS" based skills. Mod authors usually give a hint when they give a higher rating in say Strength instead of Vitality.Ģ. Look at the starting stats in your character panel: ![]() I am familiar with how to benefit mod classes that are new to the player, it comes down to a few build patterns that all classes have.ġ. Although I haven't played the Ninja from this mod. ![]()
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