Lightning Strike
"This is not true. Skills make only one critical strike roll, but the same is not true of accuracy checks, nor has it ever been. Accuracy is checked separately for each target. Lightning strike has an additional mechanic whereby if the initial melee attack is a hit, the projectiles automatically pass their accuracy checks and hit as well. If the melee attack does not hit (including if it didn't have a target) the projectiles test accuracy as normal against each thing hit. @UristMcDwarfy: When the projectile collides, it will either pierce, or stop. In either case, it will roll an attack on the target (which may miss), but that won't prevent the projectile ceasing to exist from the collision. The only way for a projectile to move through the target is if it has pierce chance. You can think of it as being hit by the projectile, but managing to evade the damage as it dissipates at you. | |
Currently "melee damage" increases apply to any damage with a melee weapon, even when dealt via non-melee means, such as a projectile.
This is on the table for investigation, so may change in future. UPDATE: This is changed in 0.9.12 - "melee" modifiers will not apply to projectiles. | |
Lightning strike has no effect on drops. Is it possible you had item names showing all the time and hit 'z', turning this off so they weren't visible?
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I had a longer response but lost it during the breif period the site was down for the patch, so here's the quick version.
"Pretty much ones which say they apply to "melee damage". "Yes, and Yes. "No. Lightning Strike's projectiles aren't dealing "melee damage" because they're projectiles, not melee, but they are dealing the damage of your weapon, which is a melee weapon, regardless of how you're using it. This stat is explicitly asking about a property of the weapon used to deal the damage, not the damage itself. "Same as 2 "Same as 3 The change was that specifically "Melee Damage" used to mean any damage dealt with a melee weapon, and now means any damage dealt by a melee weapon which isn't projectile damage, because it doesn't make sense for something to be both "projectile damage" and "melee damage". Last edited by Mark_GGG on Oct 23, 2012, 7:02:49 PM
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"It does, since 0.9.12 which changed how projectiles work. "Ground slam is not ranged. Ranged attacks are those made with Ranged weapons. | |
"Bows and Wands, technically. They fire projectiles, but 'projectile' is not a property of the weapon. There are ranged weapons (bows, wands) and melee weapons (everything else). Ranged attacks are made with ranged weapons, and usually, but not always, involve projectiles. Melee attacks are made with melee weapons or unarmed, and are usually do not involve projectiles. Projectiles deal projectile damage, and by definition, any damage that is projectile damage is not melee damage - the fact of being projectile damage overrides it coming ultimately from a melee weapon. "No. Even if the projectiles dealt both melee and projectile damage, there's still only one bonus, you can't get it twice. The projectiles deal projectile damage - this is not melee damage and does not benefit from the increased melee damage bonus from strength. Iron Grip changes the strength bonus to apply to projectile damage as well as melee - this is expanding the list of things that bonus applies to, not making a separate bonus that could stack. With Iron Grip, the bonus from strength will apply to the projectiles. Last edited by Mark_GGG on Nov 29, 2012, 10:14:53 PM
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"No? I'm not sure what you mean by this, but I can't connect it to what I've said in any way that makes sense. "It's not, and never has been. "No, it's nothing like that. Your weapon has base damage. When calculating damage for the initial hit of lighting strike, that base damage is increased by melee modifiers, because it's a melee hit. That includes the bonus from strength. It's also increased by all other relevant modifiers (lighnting, elemental, with [insert weapon type], etc. When calculating damage for the projectiles of lighting strike, that base damage is increased by projectile modifiers, and NOT by melee modifiers, because it's a projectile. That includes the bonus from strength if you have iron grip. It's also increased by all other relevant modifiers (lighnting, elemental, with [insert weapon type], etc. There is no "remembering" because the projectile damage is not somehow made out of a previous damage calculation done for melee with a bunch of modifiers that shouldn't apply to projectile damage. Projectile damage cannot be based on melee damage because we can't then apply the projectile damage modifiers - to do so to already-calculated damage would make the additive stacking modifiers into multiplicative ones. Last edited by Mark_GGG on Dec 9, 2012, 7:22:26 PM
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"I'm assuming you're talking about modifiers like "6% increased physical damage with one-handed melee weapons". In such cases, the wording is technically talking about a property of the weapon, not the damage. This is as opposed to "10% increased melee damage". If you're wondering why I chose those ones specifically, it's because those are the first two I found in the templar area when I checked the passive tree. If, for example, you use lightning strike with a one-handed sword, and the projectiles hit something, then "increased melee damage" will not apply, because this is projectile damage, not melee. However, that damage is from a sword, and a sword is a melee weapon, so "increased physical damage with one-handed melee weapons" will apply (and likewise so will "increased damage with swords", etc). I am not entirely happy with this current situation due to it being potentially confusing, but given how the bonuses are worded, it it the correct behaviour such that both are applied as they say they are. | |
The melee attack definitely can miss.
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"Correct, the damage penalty on Multistrike does not apply to the projectiles. This is an oversight that will be fixed in 0.10.7 |