"WDM based procs: All arrow/javelin/knife procs scale distance with level, but do 50% wdm"
So level 2 arrow will do 100%?
shibley wrote:Thanks for putting this together, very informative. As you continue to add to it, can you include a section on Feedback Damage from Sorc Arcane tree? It is a very unique damage mechanic that doesn't have much info online. I've read elsewhere that Immersion and Mana Sweep act as Physical Damage, and the only way to either add Phys Damage, Phys Damage Pierce, or Feeddback Damage is with Sorc Ultimate skill, Chronofield. Trying to see if there is any other way to add Phys damage/pierce (or even Feedback Damage) to boost damage. Otherwise, increasing max mana, increasing + to skills, or increasing cast rate are the only ways to increase damage with an Arcane Sorc. I'm speccing summons from Sorc trees as well (Blade Spirits/Ice Elementals) but they act more as meat shields than damage dealers.
Thraxis wrote:I'll take a look at what I can write about feedback damage. But you've pretty much got it right there. The only way to boost it is with your stated ways. Feedback is considered phys, and scales with phys pierce, mana and skills. I did want to look into what sources of phys pierce stack and if something like Doom (which works as - flat physical damage taken) would improve it (I don't think it does, but i'm not 100% sure).
Unfortunately I haven't has much time as I hoped to pop back in and answer questions and update this guide, but over time it'll evolve and include a "Weird odds and ends" portion where things like that will be stated. There's quite a few things I have to take some time to really delve deep into and some would require things that I can't readily access, like a list of all missiles/attacks characters can use and the Next Delay stat on them, or having access to a test dummy with a debug screen going to show damage easily to test certain things.
Thraxis wrote:1.) Different sources of slow means slow is applied via different "states". What's a state? It doesn't necessarily have to be visible, but in most cases it is. For example: every morph in the game is a different state, every curse that looks differently is a different state, every buff/debuff is a state. Some of those states stack (like buffs) and some don't (like curses/morphs). So, what are other "slow sources"? Basically anything that will slow an enemy (for example: Chronofield, Spellbind, etc.), but doesn't use the same state/animation as the slow we get from items.
CONCLUSION: Slow is capped at 90% for ONE source (example: slow from items), but 95% for MORE sources (example: slow from items + slow from some skill).
Thraxis wrote:1: Ethereal Bonus (50% base damage on weapon)
2: %Enhanced Damage (%ED)
3: +Flat Damage.
4: %Physical Damage, this includes %EWD from items, %damage from skills / passives and buffs and str/dex factor, which are all ADDED up into one big multiplier (%dmg = %EWD + %physdmg + %dex/strbonus)
5: Deadly Strike (if it rolls successfully, x2 all damage up until this point)
6: %Conversion is applied.
7: +Flat elemental damage from weapon/gear/skills.
8: %WDM of skill used.[/spoil]