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Edit: I'm pretty sure "total damage" items also gain the damage from Crowbar, so for example, if you hit a healthy enemy for huge damage with the Crowbar, and an AtG missile is fired, that AtG missile will also deal huge damage even if it for example hits a boss that's already well below 90% HP.
Oh you're right, I just now realized it sometimes says total and sometimes base damage. Does that mean Sticky Bombs will actually deal more damage than the attack that proc it since it's 180% total damage?
What about items like Kjaro's Band which only state "500% damage"?
Kjaro's Band does 500% damage over the entire duration of the Tornado. It's not very good against small targets due to loving to wander off, but against Boss Monsters it can do some respectable damage.
I tested as Huntress with one Crowbar at first, then 5, at levels 1 through 10. Items I tested so far were Tri-Tip Dagger, Sticky Bomb, AtG Missile, Ukulele and Will-o'-the-Wisp. None were dealing increased base damage when proccing off a Crowbar-buffed attack on a full-health enemy.
In other words, all the items above dealt the same amount of damage when they were procced by a full-health enemy with 5 Crowbars as they did when proccing off a below-90% health enemy. They also all dealt the same increased damage when hitting full-health enemies, regardless of how they procced.
So at least these items are next to useless when stacking Crowbars for someone like Loader, or MUL-T, as all they're likely to do is push most enemies' health just below 90% and render your Crowbars useless. I'll test the rest of the on-hit damage items like the Bands, Razorwire, Brilliant Behemoth, Ceremonial Dagger and so on tomorrow.
totaldamage = basedamage * attackdamage * critmod * armormod(?)
where basedamage is the character's base damage stat, attackdamage is the damage% of the skill used in decimal, critmod is 1 or 2 depending on if the crit roll succeeded, and armormod is some modifer from the enemy's armor value which i don't really know anything about
and from there the final damage is presumably calculated separately based on a few other modifiers:
finaldamage = totaldamage * itemmod * crowbarmod * crystalmod
itemmod is 1 unless the attack is coming from a procced item that scales with total damage, in which case the total damage from the hit that procced it has been stored in the object and gets re-used whenever the object's effect damages the enemy. for instance, a sticky bomb object would remember how much damage was used to proc it and then run this finaldamage calculation for every enemy it hits when it explodes
in short, final damage can change dramatically between hitting an enemy and having that hit spawn an object that damages the enemy again, because crowbars and focus crystals are re-checked and calculated
this is all just an untested assumption and it's probable there are some inaccuracies; armormod and crystalmod could go in either damage calculation for all i know. and i don't remember if any items can still crit or not independently of the attack that procced them
Damage against 90%+ health enemies works as you would expect, but these items don't deal extra damage if they proc off a higher initial damage value - They were ALWAYS static.
Sooo... So far, "total" vs "base" damage doesn't seem to be any different.