Weapon Stats and Comparisons.

SorenMageofMareth

Well-Known Member
Aug 28, 2015
339
27
So I was looking was the Wiki and the attack formula while comparing as few weapons an I'm still a bit unsure on how certain parts work.


Specifically how does the Attack mod work in the presence of other Attack modifiers like Blunt or Slash and thrust? 


And according how do the weapons in game actually turn out in physical damage ranking  against nuetral resistances. 


((3*Strength+Stamina+Dexterity)/2)*Attack Modifier


Are all of them added?   Like with the Great-sword.  atkmod 1, str+4, slash 1  Would it be a mod of 2? Half neutral Half Slash?   or a mod of 1 All Slash?   


Or the Halberd,  atkmod 0.3, defmod 0.3, slash 0.5, pierce 0.5  A mod of 1.3 mostly slash and pierce? How's it work.
 

Nik_van_Rijn

Well-Known Member
Sep 10, 2015
2,407
506
Moscow, RF
In my understanding, you add up weapon's Attack Modifier to a base of 1 (so in your case 1.3 for the Halberd, 2 for theGreatsword) and then multiply it by stats. So a wimpy mage PC with 10 in all physical stats and a halberd would do (10*3+10+ 10)*1.3 or 32.5 points of damage.


Damage type indicators just show what type of damage you do when attacking with that weapon. So on something like a halberd it's split evenly between slashing and piercing. I've yet to find an encounter where the type of physical damage you use was a big deal, but if the system is there it will probably be used at some point.
 
Last edited by a moderator:

Akhter13

Well-Known Member
Aug 30, 2015
432
270
Damage type indicators just show what type of damage you do when attacking with that weapon. So on something like a halberd it's split evenly between slashing and piercing. I've yet to find an encounter where the type of physical damage you use was a big deal, but if the system is there it will probably be used at some point.

In act 2 when the monsters get weirder/more magical damage type will matter more (iIRC the RuneKnight class is all about altering you damage)

It's not 1+attack mod, it's just attack mod as stated.


Here are the mechanics, if you're interested:


https://docs.google.com/spreadsheets/d/1nnPuViVwiciLJIw2PPbeJMlCHJChH6Cj0PJBHtMoBbo/edit#gid=0


Damage mods should all add up to 1 and fractionally represent the percentage of damage dealt in that damage type.

Thanks for link looks very comprehensive, must admit I couldn't work out what i was looking at


With regard to always adding up to 1


Gol claw


Atk: 0.6


Slash.Atk: 0.5


Pierce.Atk: 1


Jeweled mageblade


Atk: 0.5


Slash.Atk: 1


Fire.Atk: 0.5

I take it that as magical weapons they can exceed a total of 1


is ATK just physical damage of undetermined type
 

Alder

Scientist
FoE Mod
Aug 26, 2015
290
51
"Atk" here is an overall damage mod to all damage. Slash/Pierce/Fire etc are "elemental" types. Those usually add up to 1, but not always - as seen above. Jeweled mageblade above essentially gives 100% slash damage, plus 50% fire damage on regular attacks and physical skills. On top of that, you get a +50% to physical attacks from Atk.
 

Akhter13

Well-Known Member
Aug 30, 2015
432
270
thanks


So just so I know I've got it Gol claw would give 100% pierce damage + 50% slash damage for regular attacks (pressing attack) [so a base damage of 10 would yield 10+5=15]


But if you were to use Pierce (which does not change your Atk) you would do 10+5+6= 21 or would it be [10 +5 + 0.6(10+5)]=24


Do I take it that only the added stats boost magical damage eg


Old amber staff


Atk: 0.5


Blunt.Atk: 0.5


Thunder.Atk: 0.5


Int: 10


Spi: 10

3xint+ spi+cha ==> 3*10+10+0=40 additional magic attack


Will there eventually be magic items that boost magic damage?