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Some pets are player-scaled pets, so the bonus will also apply to them, because all of their bonuses come from whatever bonuses you have. (Those pets will specifically state that they are player-scaled)
Yes, all of your attacks will now do 142% more elemental damage. So any fire, cold, or lightning damage will be increased by that amount. (Flat damage increases work differently, but I don't wanna overwhelm you with information)
The conversion is a bit weird, depends on whether it's coming from a skill, or from gear. If it's on a secondary node to a skill (take storm totem for example), it will only apply to that skill. If it's on a buff like iskandras elemental exchange, it will apply to everything you do, since it is not a secondary node, it is a buff giving you conversion. (As long as your buff is toggled on, of course) Hopefully someone else can further iterate, since I'm not 100% sure I have that right.
Pets will not be affected by any conversion you have, unless it specifically states "bonus to pets".
However there's a cool MI in Malmouth that lets you summon 7 at a time
Eventually it starts making sense, but the tooltips are very very unfriendly to new players.
Honestly I'd really like a full breakdown available on attack damage, cost, effects, etc from the actual skill tooltip, and for it to show how this would change for mousing over other skills before you add them. It's obviously calculating all this, it should be possible to output it to the player.
Though I have to say it's not just this game, the D4 beta kept having tooltips about Overpower, Fortify, and Lucky Hit that were underlined.
I don't really know what any of those mechanics do or how to find out without searching online, the game told me nothing. Thanks Diablo.
you have the issue of missing the part where you're not even right about what the game currently does
on the actual skill tooltip, the game does not add in or calc up all the skill nodes, not even talking about secondary mechanics nodes or skills that have proc buffs like Soul Harvest in Boneharvest, but just secondary booster nodes with ex flat dmg and stuff
easy example would be Callidors Tempest, it's a plain skill with no gimmicks so the second node is just a straight dmg addition, yet you will *not* see the lightning dmg added to Callidor skill tooltip. You will only see it in the dmg breakdown in character page 2 if skill is slotted to LMB or RMB - and only because Callidor is a straight up skill
I sure hope so at least lol
But yeah, I was saying it'd be nice if tooltips DID add this in and actually mention what the skill does.
EDIT: It's also not entirely impossible to have more dynamic tooltips since they do reflect some changes - for example a +% fire damage in a later skill will show up, but a +flat lightning will not. At the least it shouldn't be impossible for a game in general to do so.
heck the tooltip doesn't even take into consideration conversion if it's global or in same cases even direct conversion, again unless you're using the skill breakdown in character page 2
many added modifiers are also not factored in iirc, tho that also makes sense since it doesnt' even factor in parts of the stats the modifiers direct on the skill does
and even the page 2 breakdown for LMB/RMB slotted skill still can't/doesn't factor in 100% of everything for all skills, and some skills it's straight up unable to display, like pets or pseudo pets, not to mention 2part skills with part buff effect again Soul harvest example, or combination stuff, like AA and wps, - heck for scaling AA with charges it doesn't even show "real" dmg it just displays dmg from a 100% charge effect iirc or something/some updown variance there
anyway point is, you're assuming what the game can or can't do
i don't know if it's a true technical limitation why our tooltips are the way they are, or why even the best tooltip we have/page 2 is not "complete", since lot of "engine reasons" for XY stuff
or if it's just "lazy devs" - or something in between where it would be technically possible but require so much reworking it was deemed not worth spending that many resources for a "slight" improvement,
i couldn't say
but you're attributing stuff to things that already isn't in the game the way you thought as is atleast, so a slight poor start to begin with i think
I'm also aware that the game HAS to calculate damage somewhere - heck, it even displays it in the character screen to some degree. And it absolutely has to calculate it correctly at some point for...like...the gameplay to function.
I don't particularly care whether the bad tooltips are a carry over issue from the Titan Quest engine being unable to do so at all or whatever the cause is - it's still something that games in general are able to do, that this game could therefore potentially be doing, and that would be a good feature for it to have done.
Obviously not a big deal, and not going to be changed now, but better tooltips would absolutely be a big improvement if they ever make a sequel - they're terribly unfriendly to new players.