![]() ![]() ![]() ![]() +X damage modifiers are added to the base damage before any +X% damage modifiers are applied. Or they are added after all percent based modifiers.įlat first formula: ( + ) * įlat last formula: * + Īnalysis: Comparing the predicted values (see spreadsheet) with in-games it is obvious that When it comes to flat damage modifiers they are either added to the base damage before any percent based modifiers are applied. Multiplicative formula (modifiers are applied one after the other): * PROD(1 + ) In my experience they are rarely of mixed varieties.Īdditive formula (all modifiers are added together and then applied): * (1 + SUM()) Hypothesis: Percent based modifiers are either additive or multiplicative. Data points were chosen as (with and without +35 physical damage on weapon) Found also a +35 physical damage weapon gem to investigate how flat damage modifiers are handled. Notable equipment was two pieces with a total of +18 STR and two pieces with +4% to all damage. Class was selected because I was on that character on the time. Method: A pure physical two-handed weapon of white quality was purchased for an engineer. But it can be assumed the mechanics are the same for weapons with elemental damage. It was however only tested with a pure physical damage weapon. A post over at r/torchlight sparked my interest into investigating how weapon damage is calculated.Ĭonclusion: Percent based damage modifers (ex: +X% to all damage) are additive and are applied AFTER any flat damage modifiers (ex: +X physical damage). ![]()
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