Hatchling Cockatrice Men are from Slars Posted May 23 Share Posted May 23 How offensive ability strength is determined: Damage The base damage range (shown in the tooltip) is basically a good old die roll: for example, 4d6 + 5. Die quantity = 1 + Character Level + Ability Skill (e.g. in Firebolt or Guarded Lunge) + Weapon Level (if a weapon-based attack) Die size = fixed, depends on ability used. Base damage = fixed, depends on ability used. * If attacking unarmed with the Feisty Slap Gloves, Strength also adds to die quantity. After rolling base damage, apply the bonus damage % (also shown in the tooltip). Bonus damage % is mostly additive. This is where you get +5% from Strength, +8% from Melee Weapons, etc. Most sources are conditional, and the tooltips are not always precise as to when they apply: Physical melee only: Strength Physical ranged only: Dexterity Any magical/elemental damage: Intellect Melee Weapon attacks only: Melee Weapons Ranged Weapon attacks only: Ranged Weapons Melee/ranged attacks only: Guarded Lunge and Essence Lash modifiers Spells only: Spellcraft Spells of a particular school only: Battle Magic, Mental Magic, Blessing Magic, Healing Craft Specific abilities only: the % bonuses certain abilities gain from extra skill, e.g. +25% per point in Firebolt beyond 1. Everything: Statuses (War Blessing, Curse, Enraged, Overload, Rooted, etc.) Everything (summed and then multiplied with the above total): flat % damage bonuses from equipment/charms (e.g. "+5% to melee damage") * In the rare case that an ability does two types of damage (such as that one sword), the first damage type appears to determine which % bonuses are used for both damage components. Duration This is calculated basically the same way as damage. Most status effects omit the dice component, and just have a fixed base duration. Bonus duration % is much like bonus damage % with two exceptions: 1. Status duration always uses Intellect bonuses, never Strength or Dexterity bonuses. 2. Status duration uses "% to blessings/curses" equipment/charm bonuses rather than "% to damage" ones. Bonus duration % is effectively applied with a little bit of variance, which is why you don't always get identical durations when casting the same spell, unless you have no such bonuses. alhoon and Magenta 2 Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall alhoon Posted May 23 Share Posted May 23 So, Battle Magic adds the 8% and not to the dice you do with firebolt? Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Randomizer Posted May 23 Share Posted May 23 Increasing the number of dices is done by adding spell or weapon shaping levels. Quote Link to comment Share on other sites More sharing options...
Burgeoning Battle Gamma Magenta Posted May 23 Share Posted May 23 This is actually very helpful. It gives me some simple "rules of thumb" to think about. I know there's more to it than that because you also have to decide whether to put points into the primary stats or the specific skills. But it helps. Quote Link to comment Share on other sites More sharing options...
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