"Increased damage against target"
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Originally, I thought passives/mods like Celestial Punishment and Bloodletting just added to your "% increased" modifiers. However, I've seen people mention that they are similar to a "more" modifier, because they increase your damage against the target, much like the Vulnerability curse.
Is this true? Is it similar to Vulnerability? How does it stack with other mods? |
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You deal 250% of your damage (100% base and 150% increased, from various sources)
Monster takes 150% of damage (100% based and, for example, shock which INCREASES damage taken by monster by 50%) Total damage: 2.5*1,5=3,75 So you are dealing 50% MORE damage. If monster is stacked with another increase the "more" damage gain will be lower (just like increased damage you deal), because there "increased damage taken" mods present already. Hope it explains it. :P EDIT: However, I do not think Bloodletting and Celestial Punishment are the case. they increase YOUR damage on shocked/etc. enemies. If it said "Shocked/etc. take increase damage" it would be the case. Real knowledge is to know the extent of one's ignorance. Ignorance more frequently begets confidence than does knowledge. Last edited by Perq#4049 on May 9, 2015, 2:58:31 AM
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" Then why do some guides claim it's a "% more" modifier? |
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" They are probably misinformed. If it says 'increased damage against an enemy with condition X' it's just another increase and it stacks with your other increases when attacking such enemy. We got that directly from the source when they introduced The Taming ring. Not even 'increased damage taken' is technically a multiplier, it's just often acts like one because the monster doesn't have any more increases or reductions to damage taken on itself. For instance, if a magic or rare monster has the 'plated' mod it has 40% reduced physical damage taken, and if you curse it with L1 vulnerability (20%) and also shock it, it will end up taking 30% increased physical damage. However, that new bloodthirst support in beta is a multiplier. Wish the armchair developers would go back to developing armchairs.
◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► |
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People see the modifier relies on the target's status and stop reading at that point.
Defender-side multipliers can be recognised by the keyword "Take(n)". Celestial Punishment grants "25% Increased Damage against F/S/I enemies" Taryn's Shiver grants "Enemies Frozen by you Take 20% Increased Damage" CP is additive with Increased/Reduced Damage, Taryn's is additive with Increased/Reduced Damage Taken (Shock/Vuln et al). Last edited by Vipermagi#0984 on May 9, 2015, 6:17:36 AM
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Thanks for the replies guys, makes sense now!
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