Curse of the Dead Gods

Curse of the Dead Gods

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do the same relic stack?
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Showing 1-7 of 7 comments
Leviathan Jun 21, 2021 @ 9:50pm 
It depends I guess but overall yes.

For example, I don't think the "No single source of damage you take can exceed X% of max health" one stacks, also I don't think you can stack more than 2 effects of the "-X% damage taken from champions and bosses" one for obvious reasons.
deadliftdead Jun 22, 2021 @ 2:33am 
I think the second type percentage reduction does stack but with deminishing returns as every new instance of the reduction gets applied to the already reduced number. It's most visible when using items like Worshipper's cloak (-X% gold price). If you have two of those item with -30% and -20% and want to buy an item for 1000GP base price it's:
1000 - 1000x0.3 - 1000x0.3x0.2 = 560
not 1000 - 1000x(0.3+0.2) like you would hope.
I think chance based effects work the same, i.e. weapons that convert to fire attack 20% of the time with tam'ok's breath 50% will result in 60% fire attacks, but im not sure about this one.
Positive damage effects work additive on base damage and same items stack. So having two +45% poison damage relics will yield a damage bonus of: (base damage) x 90%.

Healing effects that heal a certain % of your MAX HP stack with their own kind and general healing boost relics, but not with other MAXHP heal effects.
Meaning, if you have a fire claw that heals 1% of MAX HP on a kill, a blazing ring that heals 3% MAX HP, another Blazing Ring that heals 2% MAXHP, and one of those very rare (and very bad) "greed kills heal 1% MAXHP" items, you would heal 5% (both blazing rings) on a fire claw kill. The weaker two effects get ignored.
Leviathan Jun 22, 2021 @ 7:20am 
Originally posted by deadliftdead:
I think chance based effects work the same, i.e. weapons that convert to fire attack 20% of the time with tam'ok's breath 50% will result in 60% fire attacks, but im not sure about this one.
I don't think there should be an issue with that one, though. Tam'ok's breath only activates for nonelemental attacks so if you get the 20% chance of an elemental attack it shouldn't activate. In that case, I think the probability of fire attacks should be
Probability of fire of weapon+(Probability of not fire of weapon*probability of Tamok)=20%+80%*50%=60%
but not because stacks giving diminishing returns, but because that's how probability works.

Originally posted by deadliftdead:
Healing effects that heal a certain % of your MAX HP stack with their own kind and general healing boost relics, but not with other MAXHP heal effects.
Meaning, if you have a fire claw that heals 1% of MAX HP on a kill, a blazing ring that heals 3% MAX HP, another Blazing Ring that heals 2% MAXHP, and one of those very rare (and very bad) "greed kills heal 1% MAXHP" items, you would heal 5% (both blazing rings) on a fire claw kill. The weaker two effects get ignored.
From what I've seen they do stack. They don't show up correctly, though. In such cases i remember having healed what would correspond to 7% (It only shows 5% because the visual effects of the healing overlap, but I still see the 7% healed when I calculate the difference in health).

Lemme see if I can test it.
Edit: I just tested it with lighting shield with 1%, burning kill 1% relic and 100% bonus healing relic, with 1200 health. Visually, it shows like I'm healing 24 per kill, but according to the health bar I'm healing 48 per kill.
Last edited by Leviathan; Jun 22, 2021 @ 10:44am
deadliftdead Jun 22, 2021 @ 9:33am 
Originally posted by Leviathan:
Originally posted by deadliftdead:
I think chance based effects work the same, i.e. weapons that convert to fire attack 20% of the time with tam'ok's breath 50% will result in 60% fire attacks, but im not sure about this one.
I don't think there should be an issue with that one, though. Tam'ok's breath only activates for nonelemental attacks so if you get the 20% chance of an elemental attack it shouldn't activate. In that case, I think the probability of fire attacks should be
Probability of fire of weapon+(Probability of not fire of weapon*probability of Tamok)=20%+80%*50%=60%
but not because stacks giving diminishing returns, but because that's how probability works.
I didn't need the lecture on probability theory. I just use the tentative "I think..."because I cannot be 100% sure how the devs implement the two fire effects. I guess they use the same mechanics as with mixed elemental effects (20% poison/lightning and 50% fire), but I don't know. I would also like to know in what order the game checks for these effects in the case of mixed elemental effects, because the chance for the second effect would be reduced.
Also, my statement about diminishing returns refers to effects like Temlar amulet or Worshippers Cloak. The fact that two common Cloaks with the description "-10% gold offering cost" only result in a -19% reduction is very counter-intuitive.
Originally posted by Leviathan:
Originally posted by deadliftdead:
Healing effects that heal a certain % of your MAX HP stack with their own kind and general healing boost relics, but not with other MAXHP heal effects.
Meaning, if you have a fire claw that heals 1% of MAX HP on a kill, a blazing ring that heals 3% MAX HP, another Blazing Ring that heals 2% MAXHP, and one of those very rare (and very bad) "greed kills heal 1% MAXHP" items, you would heal 5% (both blazing rings) on a fire claw kill. The weaker two effects get ignored.
From what I've seen they do stack. They don't show up correctly, though. In such cases i remember having healed what would correspond to 7% (It only shows 5% because the visual effects of the healing overlap, but I still see the 7% healed when I calculate the difference in health).

Lemme see if I can test it.
Edit: I just tested it with lighting shield with 1%, burning kill 1% relic and 100% bonus healing relic, with 1200 health. Visually, it shows like I'm healing 24 per kill, but according to the health bar I'm healing 48 per kill.

Good to know. I just took the displayed number at face value. I stand corrected.
Last edited by deadliftdead; Jun 22, 2021 @ 9:35am
deadbus Sep 12, 2021 @ 2:23am 
Originally posted by deadliftdead:
I think the second type percentage reduction does stack but with deminishing returns as every new instance of the reduction gets applied to the already reduced number. It's most visible when using items like Worshipper's cloak (-X% gold price). If you have two of those item with -30% and -20% and want to buy an item for 1000GP base price it's:
1000 - 1000x0.3 - 1000x0.3x0.2 = 560
not 1000 - 1000x(0.3+0.2) like you would hope.
I think chance based effects work the same, i.e. weapons that convert to fire attack 20% of the time with tam'ok's breath 50% will result in 60% fire attacks, but im not sure about this one.
Positive damage effects work additive on base damage and same items stack. So having two +45% poison damage relics will yield a damage bonus of: (base damage) x 90%.

Healing effects that heal a certain % of your MAX HP stack with their own kind and general healing boost relics, but not with other MAXHP heal effects.
Meaning, if you have a fire claw that heals 1% of MAX HP on a kill, a blazing ring that heals 3% MAX HP, another Blazing Ring that heals 2% MAXHP, and one of those very rare (and very bad) "greed kills heal 1% MAXHP" items, you would heal 5% (both blazing rings) on a fire claw kill. The weaker two effects get ignored.
Right now I have 3% heal on burning kill and 1% on greed kill and first burning kill restores 3% hp and second burning kill (it becomes greed) restores just 1% hp. So statment about weaker effect is incorrect. Probably order of charms is important.
deadliftdead Sep 12, 2021 @ 4:52pm 
Leviathan's post was corrrect. The visuals only display the first healing effect that's triggered, but your health bar shows the combined healing.
deadbus Sep 13, 2021 @ 6:04am 
Originally posted by deadliftdead:
Leviathan's post was corrrect. The visuals only display the first healing effect that's triggered, but your health bar shows the combined healing.
I lost that session already, but I'm pretty sure visuals were diplayed correctly. If I'll get that combination again I will attach screenshots.
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