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- #Dmg forum mod
- #Dmg forum full
- #Dmg forum mods
- #Dmg forum code
As they will increase the duration by 1 or 2 seconds per hit respectively, to a max of what I believe 24 seconds. Though for the purposes of a calculator, it can be combined into one.Īs a result, the damage will fluctuate based upon how many applications of To The Bone and Heavy Puncture are applied.
#Dmg forum full
The finish bleed detonation always deals the total damage of the bleeds as though they were their full duration, since the tooltip is very vague, and it deals damage in three separate instances. But, can be made MUCH shorter if an option to select bleed duration is added. So, if you wanted to include the bleed detonation on Flourish and Finish, the calculation is quite long.
#Dmg forum mods
Musket StickyBomb is set to CanCrit = Null which causes Crits to be 1.00, but Crit mods do effect it (100 Int). Fire Staff’s Light Attack Burn (Singe) is flagged as a “Light” attack type which means Enchanted and 50 Int increases its damage. Concussion - Boosts all damage 20% instead of headshots. Warhammer - Path of Destiny hits for less than intended and crit multi is 1x. Fire Staff - Clear Casting is not working. Also its not a test for every skill of every weapon working correctly, that I will do later, as well as a calculator. Keep in mind there are cases where I had to manually adjust some formula’s Bonus Damage or Crit Mods because of that ability not using some bonuses. Here’s my sheet - It is not going to be easy to follow as I didn’t set it up that way, it was for myself, but I tried my best to make it look better for you without breaking the formulas I had set. Overall with some cleaning up of tooltips and modifiers it seems solid. My sheet has a tab for this section alone as well. This would promote future growth in seeking higher %resilience. I would suggest changing the formula to (1 + (Base Crit * (1 - Crit Reduction)) + Empower - Weaken) and clamp Crit Reduction to 1. I would also suggest removing “increases/increased” damage from Bonus types and solely use it for Rend types.Ĭrit Reduction needs to be reworked for the health of future content. There are perks which have “more” or “increased” damage but are actually Empowers or Rends. The biggest feedback I have is to standardize the tooltips. Bow/Musket will do more damage on Backstab Crits than they do Headshots with the right modifiers. Rogue is additive to Crit Mods but I assume once they fix it will be additive with Backstab Mods. Bonus Dmg will usually mean anything with keywords “more, bonus, extra” or “increased” damage or reduction of base damage. Weapon Damage is what you see on your weapon/attribute page. (1 + WKN) = Ultimate Chill + Weakening Gust + DamageType Weakness. (1 + ABS) = Rend - Fortify - DamageType Absorption. (1 + Crit Mod) = 10% Crit Dmg Node + 10% Crit CC Dmg Node + Rogue / Vicious + Crit dmg weapon perks. (1 + Backstab/Headshot Mod) = 10% Backstab/Headshot Node + Vorpal. (1 + Base Crit + DMG) = (Base Crit - Resilience - 10% Crit Con) + Empower - Weaken. (1 + BaseDamage) = Enchanted + Bonus Dmg + Armor Bonus - Defiant Stance. #Dmg forum mod
Weapon Dmg * (1 + BaseDamage) * Skill Modifier * (1 + Base Crit + DMG + Crit Mod + Backstab/Headshot Mod) * (1 + Ammo) * (1 + ABS) * (1 + WKN) * (1 - (Armor Mitigation * (1 - Armor Pen)))
#Dmg forum code
Please refrain from breaking Code of Conduct, I put in a lot of work and want to keep this thread alive for quality feedback and discussions. Here’s the formula after extensive testing. I haven’t vetted all perks and abilities. Calculator (Make a copy) - Put in your weapon gearscore you see in game, stats in orange and select your perks and modifiers in grey only, everything else don’t touch.