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Well ya I was kind of wandering that myself if it was addding both numbers together and the set of daggers with the biggest number wins? But then I guess it would depend on what I was fighting if they have mag def or not?
I dont think they;re additive, the stats do different things, although I;m not entirely sure of how it;s calculated.
For an enemy with 100% weakness to the element the weapon is enchanted with, latent or due to spells. See, enchanted weapons are funny in that if you enchant them further with a pact or invocation (not necessary to enchant with the same element), the enchantment changes to THAT element for the duration of the effect.
Example: Eden's Warden is a fire shortsword. If you cast Thunder affinity on it, it then becomes a thunder shortsword, with either its latent magic damage boost (with your own magic stat added) being calculated or that of the one who casted the effect on you (their magic stat + their weapon's magic stat).
Because once you do that, all magic damage afterwards equates to a 1:1 ratio for damage. Once you hit that physical damage breakpoint, every point of magical damage disregards ALL magical resistances.
I;ve heard this before and it;s kinda confusing. Does this mean a stronger strength weapon may do more magic (enchanted) damage if it breaks the physical damage threshold over a split strength/magic weapon that wouldn't, or would it be about the same?
All enemies have (relatively) low magical resistances, unless they specifically do not take damage from it like the Golem. However, enemy physical resistances are usually very high, again relatively, and so that is the hurdle you have to surmount. Usually, this is necessary only for the most damage resistant enemies, like dragonkin and the like.
From the wiki:
For attacks on weakly-defended or poorly-resistant enemies, an increase in either physical or magickal attack causes the related damage to increase roughly linearly with the stat's value.
For highly resistant enemies, such as a Drake, the monster's defense may almost completely block weaker attacks, and only the strongest attack cause significant damage.
For example, a low level warrior may do triple damage on an Ox using Blink Strike than with the light attack of Onslaught, but when attacking a drake, the low attack power of Onslaught may be too low to cause more than a few HP of damage, whilst the more powerful strike of the Blink Strike attack will do noticeable damage. Because the defence of a dragon is much greater than an ox both attacks will be relatively less, but the ratio of damage will be much higher, with the stronger attack doing 10x damage or more relative to the light attack.
For heavily-armored foes it may be necessary to rely upon the heaviest attacks to "break" the defense of the foe.
Certain skills have much greater attack strength and are certain to break any damage barrier, e.g., Warrior's Arc of Deliverance, or Ranger's Deathly Arrow.
In addition to using strong attacks in preference to lighter faster attacks, there are other tactics to break a strong enemy's defenses: increasing strength (or magic attack) is one way to break a strong defense, either by use of attack boosters such as Demon's Periapt, or augments (jumping attacks with Eminence), inflicting status effects or debilitations such as curse or sleep are also very effective at weakening defense.
A given elemental buff that you cast manually will increase the total magic of you have (base stat + any on the weapon if it has any + other gear bonuses, then augment modifiers).
Boon is 10%, Affinity is 20%, Pact is 30% (the Mystic Knight equivalents are roughly the same).
So a weapon without any magic damage of its own won't get a big boost, but it will still get the bonus of your natural magic stat + 10/20/30% and use that element for enemy weaknesses/resistances. A weapon with its own permanent enchantment will end up with even more magick damage, but those are typically weaker with physical damage. In Bitterblack Isle it tends to be better to use a pure physical weapon and have it enchanted manually (exept with Heaven's Key daggers, which are generally better for BBI than other daggers up until you get Framae Blades).
So here's what actually causes the difference between Physical/Permanently Enchanted weapons. Enemies have a Damage Threshold, which when broken causes damage to count 1 for 1. If you don't break that threshold, damage is reduced. Physical Damage and Magick Damage are counted separately and calculated against the enemy's Physical Defense and Magick/Elemental defense/resistance separately, then added together. For Gransys, elemental weapons usually come out slightly stronger because enemies almost always have a big weakness, and somewhat low magic defense. In Bitterblack Isle, enemies have much more magic defense, so it becomes better to rely on physical weapons there (except the Heaven's Key thing I mentioned).
The thing is, I'm kinda all over the place...I'm lvl 49 and on my 4th vocation, my last one being a mystic knight, so I do have gear that bolsters my magick.
Thanks very much for the replies guy! I wish I could say that I have everything all sorted out now but I can't. What I can say though is that for this one dilemma I feel pretty confident I'm using the right weapon!
Thanks again.