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The question is this:
Let's say a DWer does 100 base damage before the modification. He then uses daredevil (mastered). Let's assume his strength is zero.
Does he do:
1) 100* (1-.25+1.25)=200 damage
or
2) 100*.25 *(1+1.25)=168 damage
My understanding is 2.
The 25% comes off the final grand number, post modifiers.
Also, armor absorption works on the beginning weapon damage number, pre-modification.
For example say your weapon does 80-100 damage, 50% Armor makes it 40-50 damage X multipliers (Daredevil, Frenzy etc).
With Dual Wield it’s weapon damage X multipliers then all reduced by 25%. So it’s actually (100*2.25) x.75
Good to have this confirmed. Non-impressive daredevils best stick to two handed weapons.
Kitten, followup for you or others in the know:
Does this multiplicative relationship also apply to modifiers such as the Halberd's +25% critical damage, Deep Wounds, etc? Or is that treated as additive as per strength?
I hadn't considered this before, but if crit damage modifiers are multiplicative the calculus for an optimized daredevil build shifts significantly.
(Max Weapon Damage)*(Damage Modifiers)*(Final Damage)
The final damage is defined as the decay on the weapon in the guide.
So the 2-H weapon will do its max damage times any damage modifiers (assuming critical damage modifier) times the decay modifier if I read it correctly.
This was back in the day though.
It looks like the modifiers are added together.
Basically the question is now, do critical damage modifiers like Brutal and Deep Wounds work the same as strength/daredevil/etc, or do they work the same as armor absorption (+/-) and tiring?
Also, since you brought up max weapon damage for the equation, do crits automatically shift the damage to the weapon's max damage? I was not aware of this...that'd be a huge buff to the "of slaying" enchantment if true.
For example: 100 damage times lets say 225% more damage = 225 Damage
Crit adding like other buffs = 100 x 250% = 250 Damage
Crit damage stacking last = 100 x 225% = 225 X 1.25 = 282 Damage
I would say the 250 Damage version.
Thanks Kittenpaw. If you ever learn otherwise, please let me know! I am gonna start tracking my log carefully and will share if I ever get a crit damage number that is only possible that way. Halberd damage range is tight enough that this could happen. I haven't been paying close enough attention.
I understand the armor bypass. Generally before initiating my spike charges I debuff any target that has significant armor with Sorcerer's curse (and also armor break if needed), so I am mostly doing this to targets cut to 0% armor, effectively -10% armor vs a black skaven.
I *have* confirmed that the -10% armor bonus damage effect is multiplicative. Trying to determine if more such effects exist.
I was asking specifically for the deep wounds passive and the brutal weapon passive on halberds--not crits in general.