Scepter elemental damage bonus description inconsistent with other weapon types

To me it seems that the fact that the increased elemental damage on scepters affect all spells is inconsistent with other weapon types. Given their current description of "X% Increased Elemental Damage", this bonus should only apply to elemental weapon skills and bonus elemental damage from that particular weapon.

In the case of rapiers, they have an "X% Increased Global Critical Strike Multiplier" effect. The word "Global" here indicates that it applies to everything, not just the attacks from that weapon. This is in contrast with the "X% Increased Accuracy Rating" on swords, which only applies to the weapon it's on.

Since the elemental damage bonus on scepters actually applies to spells as well, shouldn't their effect be changed to "X% Increased Global Elemental Damage"?
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Rotaerk wrote:
In the case of rapiers, they have an "X% Increased Global Critical Strike Multiplier" effect. The word "Global" here indicates that it applies to everything, not just the attacks from that weapon. This is in contrast with the "X% Increased Accuracy Rating" on swords, which only applies to the weapon it's on.
No, and this seems to be the source of your confusion. It's completely unrelated to the accuracy on swords. The "Global" is specifically to contrast with "X% increased critical strike chance" (note lack of "global" which can spawn on weapons. "Global" is necessary on rapiers because that item type can have the local version of crit chance increase, so the global one is an exception - and you need to know which is which, since in this specific case, the item type doesn't give you this information

x% increased Elemental damage fundamentally can't be local to weapons because weapon's don't have base elemental damage to increase. A local mod affects the weapon's stats, which it give to you for equipping it. Thus Local mods can only modify things that item type does. In general, mods modifying a property which is a base part of that item type can only be local for that item type - there are very few specific examples (rapiers are one) where a global mod can exist on an item type that such a mod could be global - mostly because only the local mod can spawn as a random mod, but the global one is used as an implicit mod to a specific type of item (again, rapiers are an example here, as are daggers).

% increased Elemental Damage fundamentally cannot be local on weapons, as it would do nothing as a mod on a weapon, so it's never in question, and does not need to be called out as global. This is consistent with how all such mods are dealt with
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Mark_GGG wrote:
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Rotaerk wrote:
In the case of rapiers, they have an "X% Increased Global Critical Strike Multiplier" effect. The word "Global" here indicates that it applies to everything, not just the attacks from that weapon. This is in contrast with the "X% Increased Accuracy Rating" on swords, which only applies to the weapon it's on.
No, and this seems to be the source of your confusion. It's completely unrelated to the accuracy on swords. The "Global" is specifically to contrast with "X% increased critical strike chance" (note lack of "global" which can spawn on weapons. "Global" is necessary on rapiers because that item type can have the local version of crit chance increase, so the global one is an exception - and you need to know which is which, since in this specific case, the item type doesn't give you this information

x% increased Elemental damage fundamentally can't be local to weapons because weapon's don't have base elemental damage to increase. A local mod affects the weapon's stats, which it give to you for equipping it. Thus Local mods can only modify things that item type does. In general, mods modifying a property which is a base part of that item type can only be local for that item type - there are very few specific examples (rapiers are one) where a global mod can exist on an item type that such a mod could be global - mostly because only the local mod can spawn as a random mod, but the global one is used as an implicit mod to a specific type of item (again, rapiers are an example here, as are daggers).

% increased Elemental Damage fundamentally cannot be local on weapons, as it would do nothing as a mod on a weapon, so it's never in question, and does not need to be called out as global. This is consistent with how all such mods are dealt with


I think the point here is that it is possible to tell that the elemental damage is not local. In the case of critical phrasing the word global is included because without it there would be no way at all to tell.

A good templating policy though isn't based on weather or not it's technically possible for a reader to interpret the meaning of your words. The goal should be to make it as clear and simple as possible for the reader, not just to give the reader a chance in the dark. I think quite a lot of modifiers and descriptions in path of exile should be reworded for clear reading.

I get by just fine constantly asking questions in chat and googling things, yes, I do. However for version 1.0 release non-beta version players should be able to read an official GGG source material and learn what means what. Either via improved in game writing templates, or via some form of improved offline GGG written documentation/manual/glossary. If you want to keep in game modifier phraseology terse; fine, but you'll need to publish a more verbose and clear version to your website somewhere, in html or pdf form.
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Mark_GGG wrote:

x% increased Elemental damage fundamentally can't be local to weapons because weapon's don't have base elemental damage to increase. A local mod affects the weapon's stats, which it give to you for equipping it. Thus Local mods can only modify things that item type does. In general, mods modifying a property which is a base part of that item type can only be local for that item type - there are very few specific examples (rapiers are one) where a global mod can exist on an item type that such a mod could be global - mostly because only the local mod can spawn as a random mod, but the global one is used as an implicit mod to a specific type of item (again, rapiers are an example here, as are daggers).


So, to use your wording, are you saying Accuracy is one of the "weapon's stats", that each individual weapon has its own "base [Accuracy] to increase"? I had thought that Accuracy was a global/player stat.

This is very confusing, because I had also thought Critical Strike Multiplier was a global/player stat (unofficial wiki says "All characters have a base Critical Strike Multiplier of 150%") - yet by your explanation it seems each weapon carries its own base Critical Strike Multiplier so therefore rapiers specify "Global Critical Strike Multiplier". Yet, Life Leech IS apparently a global/player stat so therefore claws do not specify "Global Life Leech".

And just to clarify, what about X% Increased Stun Duration on maces? Is this also local, meaning each weapon has its own base stun duration? Again, I had thought that Stun Duration was a global/player stat.

Where can we find out which stats are "base weapon's stats" (thus assume local if on a weapon) and which stats are not? Because for many stats it is plausible to have been implemented in either fashion, so it is hard for a player to know for sure.


EDIT: I necro'd this thread so I wouldn't have to post a new thread about basically the same topic. In my specific case, I want to know whether the Increased Stun Duration on maces and Increased Accuracy Rating on swords are global (thus encouraging dual-wielding).
Last edited by rzhang86#2800 on Dec 28, 2013, 11:47:10 AM
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Mark_GGG wrote:
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Rotaerk wrote:
In the case of rapiers, they have an "X% Increased Global Critical Strike Multiplier" effect. The word "Global" here indicates that it applies to everything, not just the attacks from that weapon. This is in contrast with the "X% Increased Accuracy Rating" on swords, which only applies to the weapon it's on.
No, and this seems to be the source of your confusion. It's completely unrelated to the accuracy on swords. The "Global" is specifically to contrast with "X% increased critical strike chance" (note lack of "global" which can spawn on weapons. "Global" is necessary on rapiers because that item type can have the local version of crit chance increase, so the global one is an exception - and you need to know which is which, since in this specific case, the item type doesn't give you this information

x% increased Elemental damage fundamentally can't be local to weapons because weapon's don't have base elemental damage to increase. A local mod affects the weapon's stats, which it give to you for equipping it. Thus Local mods can only modify things that item type does. In general, mods modifying a property which is a base part of that item type can only be local for that item type - there are very few specific examples (rapiers are one) where a global mod can exist on an item type that such a mod could be global - mostly because only the local mod can spawn as a random mod, but the global one is used as an implicit mod to a specific type of item (again, rapiers are an example here, as are daggers).

% increased Elemental Damage fundamentally cannot be local on weapons, as it would do nothing as a mod on a weapon, so it's never in question, and does not need to be called out as global. This is consistent with how all such mods are dealt with


That's as may be, but there's no question that clarity would be gained by adding the word global. (I think I'm fairly well educated about the mechanics of this game, but your post was new info to me, as it undoubtedly was to most people.) Is there a cost to making things explicit here?
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rzhang86 wrote:
EDIT: I necro'd this thread so I wouldn't have to post a new thread about basically the same topic. In my specific case, I want to know whether the Increased Stun Duration on maces and Increased Accuracy Rating on swords are global (thus encouraging dual-wielding).
If it were local, it would say 'Increased Stun Duration with this weapon'. That mod doesn't actually exist currently, though - all extant stun duration mods are global.
Face it, all of your suggestions are worse than this idea:
http://www.pathofexile.com/forum/view-thread/657756
Weapons don't have a Accuracy or Stun value so of course such mods are global when they appear on weapons. The only exception to the system is elemental damage, when elemental damage is on a weapon it applies locally to that weapon even though weapons don't start off with elemental damage.
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