Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Lone Wolf is also multiplicative, so in DOS2 2 of them actually far more powerfull then 4-man party.
Warfare says it only works on physical damage.
Fire is affected by Pyro
Ice = Hyrdo
Earth = Geo and I think poison too.
thing is it's not just spells that are affected by it either, it's any dmg of the apprioate type. The fire dmg from Phoenix dive for example is made stronger by Pyro, same with wand dmg types and staff dmg types, or elemental dmg on swords/axes/etc.
Well.. that's not really the same thing.
Physical damage = Weapon + Skill + Stat x Warfare
Magical damage = Skill + stat
Scaling seems to be skewed toward physical damage in this game, although magic has the bonus of having way more utility.
and that's even with the enemy resistances from using loremaster/examine almost as if they are getting scaling based on level not just skill + stat.
Weapon Damage = Base
Damage stat (Finesse, Str, Int)
Weapon skill damage (two handed, two handed, ranged, dual wield)
Warfare
Crit modifier.
All of these sources are multiplicatively stacked onto eachother.
So assuming we have have 50 base damage, 2 ranged, 2 scoundrel, 2 warfare, 20 finesse, and the base 150 crit boosted to 160 from scoundrel, we will get this vallue.
50+10% (ranged) =55
55+10% (warfare) =60.5
60.5+50% (finesses) =90.75
90.75+60% (crit multiplier) =145.20
(quoted from another post of mine in scoundrel backstab thread a while back)
As for level playing a factor in magic, it certainly does. Magic damage is calculated by level, int, appropriate skill. The level assigns a base value of the damage of the skill.
Elemental damage on weapons is just boosted by skill ranks of that type.
Elemental damage bonus applied via skills is based on level, and then scaled further with appropriate skills when attacking.
Not that the physical wasn't still good, just that they got outpaced once they reached 21.
They should still be treated as if it was any other skill just modified by a % based on the skill itself. (like how barrage is weaker in a single hit than pin down) If an attack you use has a weapon being required, it scales off the weapon (and all that entails), otherwise it scales off of level.
I'll be honest, I haven't used necromancy skills, but if it's physical magic, then intelligence should apply.
Flay skin is amazing for lowering resists, and the bonuses from warm, wet, shocked, chilled, can also add up nicely.