the damage of player Ignites, Poisons, and Bleeding has been greatly increased
"It is indeed. Bleeidng deals 70% of the applicable (usually physical) base and added damage of the skill, per second, for 5 seconds base duration. While moving, it Bleeding caused by players deals an additional 140% the the same base damage, per second (total 210%). Ignite deals 40% of the applicable (usually fire) base and added damage of the skill, per second, for 4 seconds base duration. Poison deals 20% of the applicable (usually physical + chaos) base and added damage of the skill, per second, for 2 seconds base duration. Last edited by Mark_GGG on Aug 4, 2017, 2:57:16 AM
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" Apparently my information is out of date, bleeding deals additional damage equal to twice the base, for a total of 3 times base damage while moving (210%) Last edited by Mark_GGG on Aug 3, 2017, 11:30:18 PM
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"Apparently neither did I. Post updated. | |
"10-20 (presumably physical) damage from your bow. "You don't have any in your example. If you had an Iron Ring, which says "Adds 1 to 4 Physical Damage to Attacks", then that would be added damage. Important note: "added damage" modifiers on a weapon are local to that weapon, and aren't "added" in terms of you're damage. They modify the total damage of the weapon, all of which becomes your base damage (not added) when you equip it). "10 to 20 (or 5 to 10 if you want to consider the 50% of base damage as already applied, that depends on what you choose to mean by "used as basis"). "assuming the modifiers are exactly as you described them, then 50% of 10 to 20 base damage is 5 to 10 damage. There is no added damage. 20% per second of 5 to 10 damage is 1 to 2 damage per second Modified by 50% more physical (because the poison damage came from physical damage) and 200% increased damage with ailments/poison (obvious reasons) gives 1 to 2 * 1.5 * 3 = 4.5 to 9 poison damage per second. This matches what I see in-game when replicating these values. "I can't comment on what is causing this calculation result for you because obviously it's going to be much more complicated than the simple example above. I do think I've disocovered an issue with some generic "damage with ailments" not correctly applying (although "damage with poison" does work), which is probably contributing. UPDATE: The stats for ailment damage which are supposed to check whether you have a two-handed weapon or a one-handed weapon are currently backwards - the ones which are supposed to be for two-handed weapons are mistakenly checking for one-handed weapons, and vice versa. This will be fixed in an upcoming patch. This is quite possibly part of the issue you're seeing with damage numbers. Last edited by Mark_GGG on Aug 16, 2017, 1:15:10 AM
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