When a weapon says it grants +x melee damage what type of damage is it based of? Is it phys by default or something?
Nope. itâs adaptive damage like spelldamage. It adapts the damage type you use it for.
Melee is any melee tag. It uses whatever your attack uses as its element (physical, lightning, fire, cold, necrotic, void). It is additive. Likewise, +ranged or +spell damage applies to only those skill tags, too. A base damage of 100 phys with +10 melee on a melee skill means a base of 110, but a spell or ranged ability would only be 100 phys still. Same applies to every other element (other than poison since that is only ever DoT damage which is an entirely different damage equation).
What is a general good base dmg to shoot for when scaling melee dmg? 200? 300? This would be for a crit build. I just want a general idea if possible what would be decent for higher corruption end game I have not played before.
The short answer is to get as much flat damage as you can, it is much harder to come by compared to % increases.
Adding flat damage is in general a good thing.
But you should have the right mix of âflatâ, â%incâ and âmore/crit multiâ.
For example:
100 Flat Melee Dmg is not good as 60 Flat Melee Dmg + 100% increased Melee Dmg (-> 60*2 = 120).
Crafting âflatâ or âincreaseâ affixes depends also from the gear type.
For example: Not every gear type gives you the crit multi option.
So there are priorities.
If you want to become a true LE min-maxer you need to make your own excel sheets for all the ingame calculations
The DPS tooltips are not a reliable source for gearing decisions yet.
And there are other mechanics that affect the final damage output (like shred or penetrations). So, there is not only âthe oneâ way for damage scaling.
I would like to see a âtraining dummyâ in the future where you can see the average dps of the last 10 seconds (would be better as the current dummy where you have hundreds of popping damage numbers) Devs?
Not happening.
Yes, but in general, on the slots that can support it, adding flat damage is often (but not always) the better option. Which is actually the better option depends on the details and how much you have of what. But in âend gameâ crafting % increased on a weapon probably wonât be the better option (unless youâre doing an ailment build).
Do you know why?
It would be nice to get a better tool for measuring damage output, since tooltips
canât be used for this. Technical it would be an easy solution i thinkâŚ
I think it was something along the lines of not wanting it to lead to a toxic environment where people would get kicked from groups if they didnât have X dps?
Interesting. I would never have thought of something like thatâŚ
Ok this is my personal opinion:
Toxic people are toxic anyway regardless of such implementations.
Such people will find their reasons anyway (Oh you play no meta buildâŚbye bye :D)
(btw: With such people I would not want to play then anyway)
Kind of a shame. I often read about people in chat asking for better dps tooltips, because they donât know which gearing option is better for them. Or, for example, they donât know which of two items is better because they donât have a way to compare them. The numbers on the
training dummy are very difficult to measure
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