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===Damage=== Once a successful hit has been made, the resulting damage is a total of various factors. ====Damage Modifiers==== =====Character Rating===== ''Main article: [[Rating]]'' Each character has a rating for outgoing damage including critical hits. Your rating modifiers can be increased through various means including: * Your character's choice of [[Weapon Mastery]]. * Character [[Augmentations]]. * Equipped [[Aetheria]] sigils and with the temporary surges they cast. * Equipped trinkets imbued with [[Augmented Damage]]. * With the [[Recklessness]] skill. There are also rating modifiers for healing, mana consumption, mana charging and aetheria surging. <div style="display:inline-block"> [[File:Character Damage Rating.jpg|frame|You can view your current damage ratings by [[Examine Target Panel|assessing]] your character.]] </div> =====Melee Weapons===== * Melee weapons spawn with a top end damage, and the low end is calculated using the [[Variance|variance]] (the difference between top end and low end damage). Weapons with high variance and thus higher maximum damages can inflict higher critical hits while weapons with lower tighter variances tend to have better damage over time but weaker critical hits. See [[Variance]] for more information. * Max damage can be improved permanently with [[Weapon Tinkering]] ([[Iron Salvage]]) and a [[Gem of Spectral Force]], and can be be temporarily boosted with the [[Blood Drinker (Spell)|Blood Drinker]] spell. * Weapon variance can be improved permanently with [[Weapon Tinkering]] ([[Granite Salvage]]) and also by using a [[Lucky White Rabbit's Foot]]. * Melee weapons get a damage modifier through use of the power bar (i.e. a longer power up increases damage) ranging from the lowest setting of 50% to the highest power setting of 150% damage. * Heavy, two handed and light weapons receive an additional damage bonus from the [[Strength]] attribute. * Finesse weapons receive an additional damage bonus from the [[Coordination]] attribute. =====Missile Weapons===== * Missile weapon base damage is taken from the the ammunition (projectile) and the weapons spawn with a damage modifier and a damage bonus value. The modifier is multipled by the [[Ammunition|projectile's]] damage and the damage bonus is then added to get the total damage. * The damage modifier can be improved permanently with [[Weapon Tinkering]] ([[Mahogany Salvage]]) and the bonus can be increased temporarily with the [[Blood Drinker (Spell)|Blood Drinker]] spell. * Bow and crossbow weapons receive an additional damage bonus from the [[Coordination]] attriute. * Thrown weapons receive an additional damage bonus from the [[Strength]] attribute. <div style="display:inline-block"> [[File:Ranged Weapon Offensive Modifiers.jpg|frame|Typical modifiers on an elemental ranged weapon.]] </div> =====Magic Weapons===== * Skill based damage bonus. This additional damage will be a constant percentage of the minimum damage value. The percentage is determined by comparing the level of the spell against the buffed war magic skill of the character. * Elemental magic casters (e.g. elemental loot casters and rended quest casters) have modifiers which provide a damage bonus to spells which match the caster's element. These bonuses apply to spells used in [[Player Versus Player|Player versus Player]] (PvP) and Player versus Monsters (PvM) combat. * The elemental damage bonus can be increased by using a [[Maelstrom of Souls Gem]] (+1%, 1 use, can be added to fully tinked weapons). * In addition to the damage and defensive skill modifiers, all [[Magic Casters]] can also get a modifier that adds a bonus to [[Mana Conversion]]. <div style="display:inline-block"> [[File:Magic Caster Offensive Modifiers.jpg|frame|Modifiers on a elemental magic caster (the melee modifier has been increased further through [[Weapon Tinkering]].]] </div> ====Attack Speed and DPS==== In addition to your weapon damage, attack speed also affects your damage per second (DPS) and is a function of your weapon's speed and your character's [[Quickness]] attribute. Lower settings on the power/accuracy bar will also increase your speed but at the cost of either power or accuracy depending on your weapon. Weapon speed can be improved permanently with [[Weapon Tinkering]] ([[Oak Salvage]]) and temporarily with the [[Swift Killer (Spell)|Swift Killer]] spell. ====Critical Hits==== Critical hits allow you to inflict twice as much damage onto the target for melee and ranged weapons and an additional 50% of the maximum (50% of the minimum for PvP) damage of a magical spell (i.e. 90 of a 110-180 spell). 10% of all melee and ranged attacks and 5% of projectile spells are critical hits. Critical hits can also be inflicted by creatures. Your critical hit chance can be increased permanently with the [[Eye of the Remorseless]] augmentation and by attacking with a weapon that has the [[Biting Strike]] or [[Critical Strike]] special property. Your critical damage max can also be increased by attacking with a weapon that has the [[Crushing Blow]] or [[Crippling Blow]] special property. In addition, your character's [[Rating]] for critical damage can be increased to improve damage (see [[#Character Rating|below]] for more information on character rating and damage modifiers). {|class="wikitable" !Special property !Function !Notes |- |[[Biting Strike]] |Increases chance of a critical hit by a fixed rate that varies by weapon. |Quest weapons only |- |[[Critical Strike]] |Increases chance of a critical hit by a factor based on the wielder's attack skill. |Tinkering effect ([[Black Opal Salvage]]) |- |[[Crushing Blow]] |Causes criticals to be multiplied by a fixed rate that varies by weapon. |Quest weapons only |- |[[Crippling Blow]] |Causes criticals to be multiplied by a factor based on the wielder's attack skill. |Tinkering effect ([[Fire Opal Salvage]]) |- |} :<font color=darkred>Critical hit! You impale Olthoi Ripper for 1320 points of piercing damage!</font> ====Weaknesses and Slayer Weapons==== Many creatures in the game have an innate weakness to one or more types of damage. Sometimes, the weakness can be guessed if the creature is made of a particular element or material as the primary weakness will be the opposing element. For example, a golem made of ice or water will fall quickly to fire attacks and a creature made of fire will be easily defeated with a frost weapon. See each [[creature]] page for a list of weaknesses that a creature may have. The Slayer special property will increase the damage dealt to a specific creature type. Many creature Slayers can be found on quest weapons while some can be added to [[loot]] weapons using special gems. Quest slayer weapons tend to benefit mages more than melee or ranged weapon users. This is because by using the quest weapon, a melee/archer is usually giving up the chance to use armor rend or critical strike and so gains little, whereas the mage gets essentially an additional vuln. See [[:Category:Slayer]] for a list of the slayers available. ====Life Vulns and Weapon Rending==== Life vulnerability spells make the target more vulnerable to specific types of damage or weaken the target's natural armor protection. They can be cast on the target using the [[Life Magic]] skill or with [[Alchemical Throwing Phials]] using the [[Alchemy]] skill. There are also [[Item Tinkering Devices#Lenses|lenses]] that can be crafted using [[Item Tinkering]] which can reduce the target's natural armor protection. The lenses require [[Assess Creature|assess creature]] skill to use. Weapon rending is a [[:Category:Special Property|special property]] that gives the weapon the ability to make its opponent vulnerable to attacks resulting in a similar effect to that of vuln spells. [[Loot]] weapons can be rended by imbuing them with certain types of salvage using the [[Weapon Tinkering]] skill or [[Magic Item Tinkering]] skill for armor rends. The amount of resulting vulnerability caused depends on the attack skill of the wielder. There is also a version of this property called [[Resistance Cleaving]] that can be found on quest weapons, but resistance cleaving does not scale based on the skill of the wielder and instead has a fixed rate that varies by the weapon. Weapon effects do not stack with life magic vulnerability spells. A more powerful vuln cast on the target will override the weapon's own effect. {|class="wikitable" !Rend effect !Salvage !Quest weapon version |- |[[Armor Rending]] |[[Sunstone Salvage]] |[[Armor Cleaving]] |- |[[Acid Rending]] |[[Emerald Salvage]] |[[Resistance Cleaving: Acid]] |- |[[Cold Rending]] |[[Aquamarine Salvage]] |[[Resistance Cleaving: Cold]] |- |[[Fire Rending]] |[[Red Garnet Salvage]] |[[Resistance Cleaving: Fire]] |- |[[Lightning Rending]] |[[Jet Salvage]] |[[Resistance Cleaving: Electrical]] |- |[[Bludgeon Rending]] |[[White Sapphire Salvage]] |[[Resistance Cleaving: Bludgeoning]] |- |[[Pierce Rending]] |[[Black Garnet Salvage]] |[[Resistance Cleaving: Piercing]] |- |[[Slash Rending]] |[[Imperial Topaz Salvage]] |[[Resistance Cleaving: Slashing]] |}
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