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Laporkan kesalahan penerjemahan
Developer stream 11.3.23
Time stamp: 27:11
Skills use added damage differently. Fire ball for example gets 125% added damage effectiveness, where as disintegrate gets 300% per second.
The developer mike also claims that the math involved with disintegrate is likely being effected by "some nodes are not possible to predict their DPS impact" So its plausible to think it could also effect other skills.
I don't have that mage anymore, so I don't know if they fixed that, but with my current sentinel I see weirdly fluctuating dps for rive and judgment while not changing a single thing.
I think it's just messed up.
Unless you have like 10000% increased damage from other sources, or something is converting your damage to non-elemental, the +91% elemental is probably better than the +3 flat.
You can always try hitting the training dummy for a bit to check. Hard to tell if cast/attack speed differences are involved, but it useful for knowing if you are getting higher numbers or not.
I've had very similar experiences with gear. I also have experiences like "When x happens you do Y more damage or you increase stat by Z amount" However, it's completely impossible to tell how much value you actually get out of that and at what stage of the algorithm it applies. They should have a full dps breakout page with all the possibilities and conditional effects.
Where is the dummy located? Can't see it at the End of time, which should be the most useful place.
AM i blind???
Example:
5 flat spell damage * 2 skill modifier effectiveness * 9.9 = 99 hit damage.
8 flat spell damage * 2 skill modifier effectiveness * 9 = 144 hit damage
I believe thats how it works.
The game is fun and the potential to really invest yourself in a build is there, but it kinda starts to diminish the time investment if you get wildly different results that what's expected.
last time i checked (pre release), they were at champions gate, west of heoborea in divine era. you reach it from wengari fortres.
A good example is Armor. From the Armor tooltip description (Alt+Ctrl):
"Armor reduces the amount of damage you take from all hits, but not damage over time. More effective against physical damage."
If I search my stash for "Damage Over Time", any gear piece with Armor listed as a stat will remain highlighted.
Yes, but you also have to factor in other sources of base damage, like from the skill itself, and from the staff. They aren't going from 0 flat damage to 3 in their example, it's probably closer to like from 50 to 53. AFAIK fireball is 25 base damage with a 125% modifier, a level 23 staff is like +20 spell damage so we are talking ~50 base damage. There is a point where +3 flat damage on top of 50 damage would be better than 91% increased damage, but it's at around 2000% increased damage. 50*21=1050 vs 53*20=1060. I don't think they have 2000% increased damage at level 25.
It's non functional.
A friend of mine who clearly deals more damage than me has 3,5k on his most used skill while I have 10k on mine.
Everytime I add +x% elemental damage via my marksman passive tree, I lose 100 points of DPS on my Cinder Strike skill... etc. etc.