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Old Feb 27, 2009, 05:29 PM // 17:29   #1
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Default Damage Modifier and Skills

I would like to know whether a damage modifier (let's say a 15^50 inherent on a sword) would affect the damage done by, say, Power Attack. To be more specific - would the damage done by Power Attack, for instance +40, increase by having a 15^50 inherent mod on? I'm pretty sure, though, that the damage done by the weapon itself (excluding the damage added by the skill) is increased with the 15^50.

As for another, more specific question - if one has a Dire Pet, would the 15% extra damage increase/affect the damage caused by Enraged Lunge (excluding the normal damage that's increased by the bonus)? To help answer this question, let's assume that the damage caused by Enraged Lunge is +80 (maximum added damage) and the Dire Pet deals 23 damage by default (20 normal damage and +15%, which is 3).

Please note that in both cases, the questions are headed towards 60 Al targets.

Replies would be much appreciated.

Last edited by faithcall; Feb 27, 2009 at 05:32 PM // 17:32..
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Old Feb 27, 2009, 05:44 PM // 17:44   #2
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I'm pretty sure that a 15^50 (and the 20% customisation bonus) only applies to the weapon's base damage.
The same would apply to a Dire pet - increase to base damage only.
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Old Feb 27, 2009, 06:08 PM // 18:08   #3
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Yeah, so 15^50 & 20% customizing only affects weapons base dmg, not dmg from skills. think about it, example some ele, customizing weap. 20% more dmg for some skill that allready does 200dmg. would be 40 dmg..
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Old Feb 27, 2009, 06:17 PM // 18:17   #4
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If that's the case, I could easily see why some players prefer +5 energy inherent over 15^50 on physicals. Especially on sins, as obviously the addition of +15% is often negligible in comparison to using another skill to finish off a target (I guess this is the classic case of how powerful weapon swapping could be, as you could always swap your weapon from 15^50 to +5e after you've completed your chain and want that extra attack or so).

Thanks for the replies. I guess this could be closed now.
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Old Feb 27, 2009, 07:02 PM // 19:02   #5
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Quote:
Originally Posted by faithcall View Post
If that's the case, I could easily see why some players prefer +5 energy inherent over 15^50 on physicals. Especially on sins, as obviously the addition of +15% is often negligible in comparison to using another skill to finish off a target (I guess this is the classic case of how powerful weapon swapping could be, as you could always swap your weapon from 15^50 to +5e after you've completed your chain and want that extra attack or so).

Thanks for the replies. I guess this could be closed now.
Yeh for this exact reason my sin loves +5, thats another skill i can activate and do more damage than just slapping them with my 15^50 mod ??_??.
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Old Feb 27, 2009, 08:41 PM // 20:41   #6
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This can also be compared to the Health Vs Armor arguments

The +5 energy is kind of like a one time use.
The 15%>50 is a cumulative effect. every time you hit with the equipped weapon you are doing a little more damage. This is less noticeable in a one time spike but in sin combos and pressure builds it adds up over time. Think about it for every 100 Points of base damage you are doing 35 more with both the 15% and 20%.

The +5 energy on the other hand can be quite useful if you are using a build that relies on a lot of energy to spike and then some downtime to recharge.
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Old Feb 27, 2009, 09:22 PM // 21:22   #7
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Sins aside, you really shouldn't run +5 energy inscriptions on Wars.
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Old Feb 28, 2009, 12:16 AM // 00:16   #8
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Originally Posted by Marty Silverblade View Post
Sins aside, you really shouldn't run +5 energy inscriptions on Wars.

Its only really worth it on a sin, or perhaps a non damage based ranger. This is because these to classes arent relying on their base weapon damage for the skills.

On a spear or damage based weapon the 15>50 increases pressure way more.
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