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  #11  
Old 01-23-2017, 02:25 AM
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extremegunner extremegunner is offline
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I wished they would give double rares a different colour too...
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  #12  
Old 02-15-2017, 09:32 PM
Fasut Fasut is offline
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ok thanks. that's really awesome.
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  #13  
Old 02-27-2017, 02:28 PM
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Einarson1987 Einarson1987 is offline
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Wow you did a lot of effort here,

i can really feel the love in it
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Hi everyone,

please visit my stream on twitch or facebook:
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cya guys
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  #14  
Old 03-05-2017, 05:40 PM
davidfederal davidfederal is offline
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Thank you for such awesome explanation
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  #15  
Old 03-26-2017, 08:43 PM
Toft Toft is offline
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Default Magical items and meaning of the "effects" descriptions

I am a little confused about the meaning of "+10% fire (e.g.) damage" and the like. Does this mean, taking a magical thingy that does 100 damage without any magical effects taken into account:

a) if the thingy has no fire damage, then there is no additional damage - damage=100+0(fire)+0(+10% of 0 fire) = 100

OR if the thingy has an enchantment of "+20 fire damage", then the damage would be 100+20(fire)+2(fire from the +10% of the 10 fire damage) = 122

b) if the thingy (etc) the dmg=100, +10% fire damage would make it 110.

OR (etc) dmg=100, +10% fire dmg=110, +20(fire) = 130,

OR dmg=100, +20 fire = 120, then +10% all damage = 132

(I hope I have made myself at least understandable ...)

I suspect that it as all applied to the base damage - i.e. 100+20+10=130. to quote:

Quote:
Originally Posted by Bobymitch View Post
=> and below are the stats of the Menacing Incendiary Casque of Oleron's Wrath at level 20:
20% Fire Resistance
+8% Burn Damage
+8% Fire Damage
2-5 Fire Damage
(&c...).
The order does not seem to matter, or is it specifically in that order to tell you?

---
Simon
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  #16  
Old 03-26-2017, 09:42 PM
Tyr Tyr is offline
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Feel free to treat +% modifiers as universal (works on everything related to that damage type). There are exceptions to everything, but it's easier to keep track of these exceptions/special cases than the other way round.

Also,
Quote:
a) if the thingy has no fire damage, then there is no additional damage - damage=100+0(fire)+0(+10% of 0 fire) = 100

OR if the thingy has an enchantment of "+20 fire damage", then the damage would be 100+20(fire)+2(fire from the +10% of the 10 fire damage) = 122
It's this.

Last edited by Tyr; 03-26-2017 at 09:46 PM.
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  #17  
Old 03-27-2017, 09:42 AM
Bobymitch Bobymitch is offline
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+% damage applies on flat damage. 1000% of 0 = 0...

So you need to have flat damage somehow (weapons, skills, devotions...) to make use of your +% damage.

Just a couple of reminders :

1) All weapons deal Physical base damage by default, except caster melee weapons (daggers and scepters) that deal Magical damage by default.
There are VERY FEW exceptions to this rule (e.g. Vortex of Soul).

2) Any flat or +% damages found on skills and their modifiers applies to the skill only. Obviously if the skill is a passive or an aura, then it applies indirectly to the character...

3) +% damage found on weapons or gears or devotions or components apply universally to any source of damage (except pets and retaliation that have their own damage structure) including :
- weapon damage,
- magical or physical offensive skills
- devotion procs that deal damage
- gear procs that deal damage
- auras & passive that deal damage

Quote:
The order does not seem to matter, or is it specifically in that order to tell you?
Nope, it does not matter at all.
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  #18  
Old 03-27-2017, 12:30 PM
Toft Toft is offline
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Many thanks to both Tyr and Bobymitch. Good to know - it means that some component additions (I am assuming that some component somewhere adds +x% (whatever) damage) would be useless, unless applied to a weapon (e.g.) that already did that damage. I must be more scrupulous!
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  #19  
Old 03-27-2017, 01:53 PM
Bobymitch Bobymitch is offline
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Quote:
Originally Posted by Toft View Post
Many thanks to both Tyr and Bobymitch. Good to know - it means that some component additions (I am assuming that some component somewhere adds +x% (whatever) damage) would be useless, unless applied to a weapon (e.g.) that already did that damage. I must be more scrupulous!
Yes that is the principle.
However it is not entirely exact, for 2 reasons:

1) the +% damage on components also applies to skill.
Example:
Your char is a demolitionist, using ranged weapon with fire strike.
Let's say your ranged weapon deals flat physical damage + flat piercing damage. But no flat fire damage.
You can still apply a searing ember (component) with +% fire damage to increase fire damage dealt by fire strike (skill).

2) when a component brings +% (type x) damage, it also always brings some (few) flat damage of the same type x. Check the link below to access the list of components and their specs.

list of components
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  #20  
Old 03-27-2017, 04:30 PM
Toft Toft is offline
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Default Thats Awsome!

I see - so the plusses on the weapon (that you are currently using) also apply to your own (independent) stuff too! Phenomenal! Thanks so much!
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