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It might just be that those dancers have ridiculous elemental resists, because the physical damage isn't high enough for that kind of diference. I'll have to test it on them again.
The straight damage one only needs to meet defenses once, so most of the 500 gets through. The split damage one meets defenses twice, so both of the lower numbers are reduced by defenses.
Usefulness of elements in general, while Fire is the most readily resisted damage type by both PvE and players, Fire ALSO causes special stun animations on certain enemies. Fire is basically "Some enemies get totally WRECKED by any fire damage at all. But other enemies just don't give a ****"
Remember those huge black snake explosion guys doing an impression of the first boss? Fire makes them flail around just with even a torch (though there is a small window of stun immunity between times).
Infusions are more if you have the huge stats to make them even close to viable, you want to have the luxury of an element type without using buffs, or want something more interesting than Raw on your Miracle/Sorcery/Pyro heavy guy with the bare minimum physical stats to wield the weapon.
For example, If you were a sorcerer with only exactly enough STR/DEX to wield a longsword. Then using Crystal infusion (after several upgrades) could end up more practical than Raw.
It goes through two resistances instead of 1? Yea, and that makes them worse, no. Because it has been take into account.
Imagine 100 physical vs 50 physical and 50 fire.
The enemy has 10 flat resistance in both, and 10% absortion if both.
In first case, (100-10) x 0.9 = 81 damage.
In second case, (50 - 10) x 0.9 + (50 - 10) x 0.9 = 36 + 36 = 72.
It's worse? Not, because it's not 50 physical and 50 fire. It's 60 and 60.
If a weapon has 100 physical, and you infuse it with fire, it won't turn into 50+50. It will turn into 60+60, or 70+70. CHeck it.
So yea, going through two or more resistances make it worse, but the BASE and SCALING damage of both types of damage is HIGHER, and makes it worth.
So, if you want to run infused weapons, as long as you meet the parameters to use at maximum the scalings, it should be as good as the pure physical one
Now, comprared to Chaos infusion at +3, it's a 109 AR diference with no fire damage, leading to a near 200 damage increase. Mind you, it's STILL 3 damage types per hit, and the damage diference is almost twice the shown AR. That doesn't make much sense unless there is some sort of attack VS. defence threshold that greatly increases damage done if it is high enough above defence.
Really, an increase of 109 AR with 3 damage types VS. 4 damage types should NOT translate to almost triple damage.
Heres the thing your missing though.
If you infuse the weapon with raw it will exceed the dmg of the elemental buff. Plus you can still resin/buff it for addtional dmg.
Of course 400-100 is more than 200-100 + 200-100.
So a a lightning sword would do
Physical- (flat reduction +% reduction) = x
Lightning- (flat reduction + % reduction) = y
x+y is your damage on an infused weapon
On a normal weapon you don't need to go through both flat defenses, this is the reason why infused weapons are so bad in comparison to earlier games (where they still could be ok)
This would only be true if you go for max level, when you cap at say 100-120 you need to sacrifice stats and thus won't be able to pump endlessly into stats. Even though some infused weapons do seem to work, if you want high damage you should still in most cases do a STR/DEX/quality build.
IMO even if you get slightly higher damage it's not enough of a tradeoff to completely gimp vig/end or even vit
Regular: 234 C/D
Chaos: 112+145 (257) C/D/B/B
Okay. I was wrong about that infusions give more BASE damage, so having through two flat resistances was not bad, cause the base damage was high, but i'm right in the scaling part.
Infusion base damage is 10% higher and, not only that, you gain a B/B scaling FOR FREE. So, if you CAN go 40/40 STR and/or DEX, AND you can go 40/40 INT and/or FTH, then the final damage of the weapon will be FAR HIGHEST than the uninfused one, so no matter if you go through more flat resistances, at the end your damage will be HIGHER. Why? Not only because of more base, but because you have to invest into more stats (INT/FTH)
So yea, if im right, infusion weapons are STRONGER IN AVERAGE than normal ones, if you have INT/FTH to use them.
Why i say IN AVERAGE? Because you can BUFF or RESIN the normal weapon, and the damage will, maybe, be higher than the infused one. BUT! What happens after the minute, and the buffs run out? THe weapol will get a LOWER damage than the infusion. ANd you cannot buff-resin again, or the enemy punishes you, so... yea, buff-resin over a normal weapon gives more damage, but after the minute, it gets WORSE, so infusion has a better damage overall, if you manage the fight to take a bit longer. You choose
Its like Chaos blade vs Uchigatana. You cannot buff or resin chaos blade so, for the first minute of the fight, uchigatana rules. But, after that minute... ohoh, Chaos blade is the winner