Damage effectiveness: Difference between revisions
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==History== | ==History== | ||
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{{Version history table row|0.11.1 | {{Version history table row|0.11.1| | ||
* Melee skills with Damage Effectiveness have been changed to having a "Deals % of Base Damage" stat. | * Melee skills with Damage Effectiveness have been changed to having a "Deals % of Base Damage" stat. | ||
* Spells with Damage Effectiveness no longer have their own damage affected by Damage Effectiveness. Damage values on these skills have been updated to reflect this. | * Spells with Damage Effectiveness no longer have their own damage affected by Damage Effectiveness. Damage values on these skills have been updated to reflect this. | ||
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{{Version history table end}} | {{Version history table end}} | ||
[[Category:Game mechanics]] | [[Category:Game mechanics]] |
Revision as of 00:48, 25 July 2022
Damage effectiveness is a stat related to spells and attacks which serves to limit the potential of base damage added from other sources. Low values are characteristic for skills that do multiple hits per use, but also some others which are intentionally balanced to benefit little from such augments.
Mechanics
Adding damage via support gems like Added Lightning/Cold/Chaos, Heralds of Ice/Thunder or additional attack damage from gear applies the specified value to the skill's base at damage effectiveness percentage listed on the skill. If the skill has no listed damage effectiveness value, any damage is added at 100% of its effect.
It is worth noting that any added damage fully becomes a part of the affected skill, inherits all of its damage properties and will get affected by all related damage bonuses.
Cast skill effectiveness
Gem | Cast Time | Dmg. Eff. |
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Attack skill effectiveness
Gem | Dmg. Eff. |
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History
Version | Changes |
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0.11.1 |
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