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Vulnerability: +1% per stack of vulnerability, up to 25% total.Critical hit: 150% +1% for each 15 points in Ferocity.For example, a Superior Sigil of Force (5%), a slaying Sigil (3%), an additive 10% trait, a multiplicative 20% trait and the (6) bonus of the Superior Rune of the Scholar (5%) combine for a final damage bonus of (1 + 0.05 + 0.03 + 0.1) * 1.2 * 1.05 = 1.4868 or approximately 48.7%.
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However, some sigils, traits, and effects from utility skills stack additively with each other. they stack on top of each other instead of being calculated separately. The majority of damage multipliers combine in a multiplicative fashion rather than additive i.e. The formula for damage inflicted on a target can be generalized to damage modifiers that increase the amount of damage inflicted or decrease the amount of damage received.ĭamage = (Skill damage * Positive multipliers) / (Armor * Negative multipliers) The values below are valid in PvE:Ġ.06 * Condition Damage + 0.25 * Level + 2Ġ.155 * Condition Damage + 1.55 * Level + 7Ġ.06 * Condition Damage + 0.375 * Level + 3.5Ġ.195 * Condition Damage + 1.15 * Level + 3.5Ġ.09 * Condition Damage + 0.36 * Level + 3 The value is handled in and does not require users to enter the values manually. Condition damage Ĭondition damage is displayed in the skill tooltip. A light armor class takes roughly 25% more damage than a heavy armor class given the same Armor value (if the light armor class adds Toughness to reach the same value). On top of the base values from armor pieces, the game places inherent damage reduction on the different armor classes. The profession determines whether the player can wear heavy, medium, or light armor, where heavy armor provides the most defense and light armor provides the least defense.ĭefense values for ascended armor Armor piece Trinket slots do not provide defense, although they can provide a bonus to toughness. The defense rating is the sum of all the defense values provided by armor and any equipped shield. In addition, entities spawned by skills such as turrets, minions or illusions have their own weapon strength and may or may not scale with the player's own stats.Īrmor is calculated as the sum of the toughness attribute and the defense value.
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Other sources for weapon strength values When a damage value is displayed in skill tooltips, the midpoint of the range is used to calculate the displayed value. Whenever a weapon skill deals damage, a value is chosen at random from the range of weapon strength on the equipped weapon. The weapon strength on each weapon is given as a range of values and is affected by the type, level, and rarity of the weapon. Weapon strength is a factor of damage calculation for weapon skills. The base power attribute for a level 80 character is 1000. Power can be increased through equipment, the might boon, and various effects that provide bonuses to power, such as consumables. Power is the primary attribute for calculating how much damage is dealt. Armor is the sum of defense and toughness. Armor: The target's current armor as listed on the Hero tab.Skill coefficient: Every skill has a damage coefficient used to calculate damage inflicted.Power: The current power as listed on the Hero tab.The weapon damage used for a skill will typically be that of the weapon associated with that skill utility and elite skills are typically not affected by weapon damage and use a range based on the player's level. Weapon strength: A uniformly distributed random number taken from within the range listed as "Weapon Strength" on the equipped weapon.Skill damage Weapon skill Damage = (Weapon strength * Power * Skill coefficient) / Armor This is important for skill coefficients and other values which may not be documented in-game. This page describes the mechanics of damage calculation, and may be particularly useful for players who want to spade out values for various effects related to damage. 1.4 Other sources for weapon strength values.
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