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So as it was my first guess, but the game oddly compares the values and it confused me a lot at the begining. It shows the values from the weapon you are looking at and the others equiped if any. But it does so opposite colors signaling red for worst and green for better in such way that when you see a red, it means you better change the weapon.
All of this confused me. It compares the new weapon, but it uses colors on the equiped weapon and not in the new weapon. It is obvious why they did that, it just took me a while to see it.The because character equip 2 weapon, its just natural to throw the colors to the number at the equiped weapon than the new one. Otherwise would be impossible to compare 1 new weapon with 2 equiped at same time.
IT just feels odd, because we are trained (as players) to look it diferently from other game. And i find Seven coming up with a wonderfull and smart solution to this.
But again the lack of info about this and the lack of any info about what those icons represent is not nice.
I want more details on each icon, what are they for and what implication they have!
Just throw a sheet of instructions or two to the tutorial.
Here's a picture, for reference:
https://imgur.com/7G7w9fq
So, the first icon you see, the Sword, is the weapons Base Damage. This is how much damage the weapon does before taking into account enemy Resistances.
The next three Icons (Flame, Lightning Bolt, Skull and Crossbones) are for elemental damages, specifically Burn, Shock and Toxic. As far as I can tell, you don't deal extra damage with this, but the higher the number, the higher you trigger the respective statuses (Burning, Shocking, Poisoned) on enemies.
The next symbol, the two little squares, is your Critical Chance. It's the chance of, well, scoring a critical hit.
The next symbol is your Critical Multiplier. It's how many times Base Damage your weapon does on a Critical Hit, before resistances are applied.
The last symbol, the "Arrow against the wall" one, is your Backstab Multiplier. It's how many times your base damage is multiplied on a Backstab.
You can also see three symbols under the weapon's weight and cost. Those are for mod slots. From left to right, they are: Core (which is where you can add elemental damage), Pommel (which has + Crit Chance, - Cooldown and +Weapon Attack speed as options) and Blade (which has upgrades to Damage and to Backstab Multiplier as options)
The numbers below the square are from mods. You can see those daggers have +15% damage, +20% damage as Burn (notice that this 20% is off of base damage, not the augmented damage) and also +Crit Chance.
Hope this helps!
Very apprecianted. Thank youThe_Finish!
I have questions, how much damge can it deliver for elements?
So you augmented it with burn 20%. and the weapon has burn 7. This 7 is the sum? or it is the base that weapon has? So base 7 + 20% = 8.4?
And so for the damage of the weapon , it is a sum of the base + mod bonus?
i have not muc blueprints for mods in the game to play with weapons modification yet.So im not ready to test it out.
It's from the Base Damage of the weapon. All normal weapons have Burn/Shock/Toxic at 0 by default. Weapons that have any sort of Burn/Shock/Toxic (like the Bandelisk Prods) don't have a Core slot, so you can't modify them.
The daggers from the pic were Base Damage 35 before the +15% from the Blade Upgrade. So, Burn 20% means 20% of 35, or 7. Hence, Burn 7. That's the highest you can get AFAIK, since it's with a Burn Core III Upgrade.
It seems elements don't have much value. What means to have a burn 7? so the damage is 40 and burn 7 that means the final damage will b 47? How that works? is it worth it to put element?
The_Finish stated something about that already. It appears that it doesn't apply "7" burn damage, but whatever 7 amount of "burn" status effect is. Maybe it applies a DOT that does 7 dmg per second, or 7 damage per tick (and multiple ticks per second), etc. Since I've been poisoned/electrocuted and they applied a DOT, I'm leaning towards this applying a DOT. Sounds not bad for group attacks, but not so good for single-target.
Thank you for the input.It helped.
The higher the number on your weapon, the faster the bar fills up, and the faster you apply the DOT to the enemy.
As far as I've been able to ascertain, the elemental stuff doesn't add to the weapon damage, only to the "Elemental Bar", so to speak.
All excellent questions that sadly I don't have an answer for. Maybe a Dev can chime in with a thorough explanation, but I haven't tinkered enough with the systems in play to understand them completely.
The only thing I'm fairly certain off is that duration of the ailment is fixed, but beyond that, I'm as much in the dark as you.
I'm going to put here any new good information about this if any found.
You are almost right here. Elemental damage also adds to the overall base damage of your weapon and is calculated against the elemental resist of your opponent for this particular element. This elemental bar represents elemental threshold and both you and all the NPCs in the game have a certain threshold for elements. Every time you deal elemental damage, this damage is added to your opponents threshold (which goes down overtime). Once the value surpasses the elemental threshold an elemental effect will be applied. There are three stackable elemental effects and all of them last the same amount of time (3s) and deal the same amount of damage over time. Damage from these effects is flat, not calculated against the resistances.These effects also stack, each stack refreshes the duration of the effect and increases damage. The damage tiers are as follows:
1 stack = 10dmg per second
2 stacks = 20 dmg per second
3 stacks = 30 dmg per second
Keep in mind that when you apply more than 1 stack to your opponent, let's say 2; once stack number 2 duration expires it will go to stack one and continue dealing damage until it expires. So 2 stacks of any elemental damage means that you will deal 90 additional damage over 6 seconds.
But it doesn't end here. If you have already applied 3 stacks to your opponent and you are about to apply 4th, an overload effect will trigger. These effects will incapacitate your humanoid opponents for a brief moment, for example a burning overload will make them roll on the floor trying to put out the fire, during this time you will be able to perform a finisher move.
I hope this clarifies elemental damage a little bit. If you have more gameplay related questions, don't hesitate to make another post, I'll try to answer shortly. Have a nice one :)