"base attack dmg" = all flat dmg ...even if of different types? (i.e. phys, elem, chaos)
so if I use a skill that has X% of base attack dmg, that dmg could include all types, simultaneously?
ευχαριστώ! (look it up :-) Last bumped on Aug 20, 2021, 10:15:34 PM
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That's right, damage type doesn't matter.
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thanks!
and just to be completely on the safe side: when you say "doesn't matter", that means it persists, right? (i.e. it doesn't all get turned into the same type, but the skill would potentially deliver phys., cold, fire, etc. all at the same time) cheerios |
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If a skill says it applies 80% added damage, and you have a mod that grants 10-20 damage, your skill receives 8-16 added damage. Damage type is irrelevant.
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hm... now I'm a bit more confused again :-(
lemme give my own example, if I may: skill says "attack dmg: 140% of base" and say I have only 2 sources of flat dmg: 1) "adds 50 phys. dmg" 2) "adds 50 cold dmg" what will be the (initial) attack dmg of my skill? thanks again! |
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the initial damage would be
70phys + 70cold this would then be modified by any %increases/reduces and %mores/lesses Last edited by Thror2k5#7154 on Aug 14, 2021, 6:39:51 PM
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" yes it persists, as you put it. if you have a cold melee skill like frost blades the gem itself adds some flat cold damage to your weapon damage, and also converts a % of the physical damage your weapon is doing to cold. but if your weapon also has a ton of lightning damage on it, and then you socket added chaos damage gem into the skill, the final hit will still have that lightning damage and chaos damage along side the cold damage and physical damage. if you then put on a ring with flat fire damage to attacks that will also become a part of the final hit. if you hover your mouse over the skill icon on your skill bar it should detail the different types of damage its doing and what the numbers are for each. I love all you people on the forums, we can disagree but still be friends and respect each other :)
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"Right. "Damage type can't turn into another one unless damage conversion is involved. "70 phys and 70 cold assuming these sources are local weapon mods. |
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The base damage for an attack is the damage of your weapon. Usually weapons only have physical damage, but modifiers can add other types of base damage to a weapon. When you look at a weapon item and see the ranges for each damage type it deals near the top of the item popup, that's all base damage for attacks with that weapon, and thus that is what is scaled by "Deals x% of Base Damage".
Added Damage from sources other than the weapon is not base damage, and is not scaled by that stat, but instead by "Effectiveness of Added Damage". In most cases attack skills will have the same or very similar values for base damage scaling and effectiveness of added damage. | |
thanks everyone for your replies! :-)
I do feel more clear now about my original question. I do however now also feel more confused about "base dmg" because of your reply, MARK, as it seems to contradict other answers I was able to find in this forum. you wrote: " but when I searched this forum a little while back for answers as to what constitutes "base dmg", the (2 or 3?) answers I was able to find all stated that it was "all flat dmg", from weapon, gear, passives, skills, etc. for example: (posted by "raics" on Aug 3, 2017, 10:07:42 AM) " were they mistaken? or did I miss, or misread, some fine point or differentiation? thanks again! |
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