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====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>
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