Iron Grip
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"Yes and Yes | |
First off, can you confirm whether you do in fact have the Cruel Oak reward that increases physical damage?
I will attempt to explain the basics here once I have time, but I am not going to have time to run through every permutation (with/without IG, with/without unique helm) in full detail. | |
I had a bigger version of this with all the calculations for each damage type, but then I realised that you only gave numbers for the physical damage, and only gave both numbers for not using the unique helm (I'd included it). So I've redone it without the unique helm, and only for physical.
Tree 300 str Gear: Bow 64 - 173 base physical damage Quiver 1 - 2 added physical damage Belt 27 Str Boots 23 Str Prismatic Ring 6 - 12 added physical damage Amulet 20 Str (all atributes Oak reward: 12% increased physical damage Frenzy Skill: Deals 110% of base physical damage - this is the same as 10% more physical damage Totals: 64 - 173 base physical damage 7 - 14 added physical damage (not from weapon) 370 str, Giving a damage bonus from Str of: 74% increased physical melee weapon damage, which is applied also to physical projectile weapon damage from Iron Grip. This does not apply to added damage from nonweapons. 12% increased physical damage 10% more physical damage - does not stack with "increased" bonuses Without Iron Grip (total increased physical damage for weapon is 12%) Physical from weapon: 64 - 173 * 1.1 * 1.12 = 79 - 213 Physical nonweapon: 7 - 14 * 1.1 * 1.12 = 9 - 17 ----------- = 88 - 230 Physical Damage "Allowing for minor rounding error, I think we hit the mark. With Iron Grip:(total increased physical damage for weapon is 86%) Physical from weapon: 64 - 173 * 1.1 * 1.86 = 131 - 354 Physical nonweapon: 7 - 14 * 1.1 * 1.12 = 9 - 17 ----------- = 140 - 371 Physical Damage "Right on the money. With the unique helm, the weapon damage increase is 106%/32% with/without iron grip, and the nonweapon increase is 32%. It'll still match your numbers. No bugs here | |
"This is a holdover from previous design of the damage system, and will be changed in an upcoming refactor of damage stats, bringing consistency by making physical added damage from non-weapon sources function just like elemental damage does. |