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Old May 24, 2009, 07:00 PM // 19:00   #1
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Default Do Damage Mods Stack?

My question is do damage increasing mods stack? Here is my example.
Long sword 11-22 Req.9 (my actual attribute is set to 10)
+15% in stance (i use flail like its going out of style)
+20% V.s. Trolls(yes im attaking a troll)
+20% (customized)

Also i have my strength attribute set to 15(which would give +15 armor pen)

When im farming Trolls im only dealing between 9 and 12 damage a hit. Is that normal? Is there armor Just set really high? I just feel it sould be dealing more. Any advice would be helpful. Thank you.

Last edited by subman247; May 24, 2009 at 08:22 PM // 20:22.. Reason: * The weapon i am refering to is 15-22. my mistake
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Old May 24, 2009, 07:26 PM // 19:26   #2
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at 10 swordsmanship, you only do 84% damage of 15-22
at 12 swordsmanship, you would do 100% damage of 15-22
at 14 swordsmanship, you would do 107% damage of 15-22

as you can see... you need to pump your swordsmanship as high as you can. it is way more important than strength, since the armor penetration only triggers when using attack skills, and not when attacking normally. (oh and i'd recommend getting a max damage weapon, you can salvage the troll mod from it)

other factors will take into place for damage like your level, compared to the monsters level...

but to answer your question, yes they do stack.

Last edited by snaek; May 24, 2009 at 07:28 PM // 19:28..
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Old May 24, 2009, 07:36 PM // 19:36   #3
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As far as I know, as long as your swordsmanship attribute is the same as the req, you will do 15-22 base damage. Then the bonuses from the attribute itself, and any weapon bonuses, such as (yes, stacking unless otherwise noted) +20% from customization and so on.
And THEN comes your enemy's armor. Trolls are almost always warriors, which means at least 100 armor = half damage.
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Old May 24, 2009, 07:47 PM // 19:47   #4
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A few more notes...

The listed damage for weapons assumes two things about the enemy: that it is the same level as you and has 60 armor. When either of these conditions vary, you will see a change in damage output.

Suppose that your trolls, for example, are level 24 warriors. Their armor rating, like all warriors, is 80+20 vs physical. That alone is going to cut your damage in half. Then you still have to consider the additional reduction due to the level difference between you and the foe. I don't remember exactly, but I think it's something like 3.9% per level.

As you see, the raw numbers can be misleading. Playing in hard mode makes the discrepancies even larger, which is why armor-ignoring damage is so highly regarded there.
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Old May 24, 2009, 07:59 PM // 19:59   #5
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Quote:
Originally Posted by snaek View Post
at 10 swordsmanship, you only do 84% damage of 15-22
at 12 swordsmanship, you would do 100% damage of 15-22
at 14 swordsmanship, you would do 107% damage of 15-22
I dont understand your numbers there, 84% at 10 swords on a req9 does not make sense.

Yeah I guess if you figure in Effective Damage Level (EffDL) this is true to an extent. It ups your critical rate. but it is not huge numbers
http://guildwars.wikia.com/wiki/Swordsmanship

Last edited by sosycpsycho; May 24, 2009 at 08:11 PM // 20:11..
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Old May 24, 2009, 08:19 PM // 20:19   #6
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Quote:
Originally Posted by sosycpsycho View Post
I dont understand your numbers there, 84% at 10 swords on a req9 does not make sense.

Yeah I guess if you figure in Effective Damage Level (EffDL) this is true to an extent. It ups your critical rate. but it is not huge numbers
http://guildwars.wikia.com/wiki/Swordsmanship
http://wiki.guildwars.com/wiki/Damage_calculation

snaek is correct. Martial weapons require that you meet the attribute requirement of the weapon and have 12 points in its attribute to deal 100% of the listed damage.

@OP: Drop points from strength and put them in sword, and put an elemental mod on your weapon. That will give you 20% "armor penetration" by changing your damage type to bypass the troll's increased armor against physical.
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Old May 24, 2009, 08:30 PM // 20:30   #7
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Actually that is incorrect, the link you posted assumes the weapon requires 12 in the required attribute to achieve 100% damage at rank 12. When I first saw that webpage I e-mailed the person that created it and discussed true calculations, actual damage is 100% based on requirement as far as initial damage goes (without factoring in level, armor or criticals (or in this case strength)).

So for each point specced over the requirement slightly increases the damage done, although almost unnoticable, the extra critical chance is always nice.

If any clearing up is really needed after reading through that webpage fully, let me know and I can do some of the calculations. (Didn't really feel it was necessary to do them)
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Old May 24, 2009, 08:34 PM // 20:34   #8
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Quote:
Originally Posted by Konker2020 View Post
Actually that is incorrect, the link you posted assumes the weapon requires 12 in the required attribute to achieve 100% damage at rank 12. When I first saw that webpage I e-mailed the person that created it and discussed true calculations, actual damage is 100% based on requirement as far as initial damage goes (without factoring in level, armor or criticals (or in this case strength)).
What exactly are you trying to say here? The only time when requirement comes into play is if you don't meet it.
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Old May 24, 2009, 10:34 PM // 22:34   #9
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Quote:
Originally Posted by Savio View Post
What exactly are you trying to say here? The only time when requirement comes into play is if you don't meet it.
I'd have to agree with that, I'd done some testing on my own ages and ages ago to confirm such, and req 8, 9, 10, 11, 12, and 13 weapons all do the exact same damage while your mastery is 13+
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