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There is another funny thing as cleric, you can even cast smite with a crossbow and it really does more damage then with hammer orb combo (in my case), very strange xD
It should be noted that clerics get bonuses for 2h hammer, 1h hammer, dagger, clubs and shield for weapon bonuses, using a 1h sword or axe with a shield will result in no attack speed or damage bonus, as will using an orb in the offhand.
Yeah normaly i check character sheet, but this game gave me the impression that it does not have any important infos anyways, a big mistake. In other words i didnt had that much trust in the game that there was more then spam smite for hours ha ha ha xD
(Im just kidding, the game is fun, espacially later on when you get more abilitys, new dungeons and enemys)
Peace
If I equip a wand + shield I get the "Pious" bonus which is +15% spell damage, +15% attack speed and +15% armor. With a 2h hammer I get +25% spell damage and -5% armor.
But even then, the 2 handed hammer still deals massively more damage per spell although it should just do measly 10% more than the wand+shield combo. (115% vs 125%)
It's almost as if the intrinsic attack speed of a weapon is taken as a negative multiplier for base damage. Which is fine for balancing purposes, but still the numbers given to us don't add up
what matters is its base damage stat. 2 handers always have way higher.
So if a weapon has 50 damage, and your skill says 450%, that skill does 225 damage.
That 225 damage gets a bonus from spellpower and elemental bonuses, then reduced by enemy armor.
Basically if a hammer has 20 damage and a 2 hand hammer has 35- that means your skills are going to do 50% more damage with the 2 hander, even if your spell power is a little lower.
There is not a visible, compiled stat.
The attack speed is the determining factor. With 2H your auto attacks are slower, and thus deal more damage. This is usually done for DpS balance, looking at the attack power of the weapon. 2H weapons usually do 1.5 X Damage (compared to 1H) which is on balance with the dual wield which off-hand usually does 0.5, main hand does 1.0 (totalling 1.5 X damage).
The damage number that we see is base damage. Sometimes these are balanced by 'hit %' rather than 'base damage X attack speed' but the final output is always considered as DpS, whether it is based on how much damage over time or (#hits x damage) / time.
In conclusion, what we don't see is 'attack speed' or 'DpS' in our item tooltips. As others have mentioned, our spell-caster attacks are based on the raw damage stat, just like melee. So as a wizard, my basic 2H staff attack (fireball) is a slower attack sequence but deals 1.5X damage (compared to wand). The wand will shoot more fireballs over a similar period of time.
I have not calculated the hit% to see if the DpS is similar over time. Would need to run a damage meter, for probably 1,000 seconds of constant attacks on the same target, or compile many iterations of damage outputs against the same enemy on a dungeon reset.
Anyway, because of the cooldowns on abilities take longer than the attack speed delay on a 2H, the 'attack speed' of the 2H weapons is inconsequential to abilities with cooldowns. Thus, 2H ability spam has a superior damage output over 1H ability spam, given a similar cooldown to wands using the same ability, because of the base damage.
There might be future developments where cooldowns are scaled by the attack speed of the equipped weapon, but I am not speaking for the studio. This is just me, some random dude, speculating.
Cheers.