Torchlight II

Torchlight II

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WrathDance 17 Jan, 2017 @ 9:38pm
Weapon's Attack Question
Newbie here; I have weapon's damage question:

I just found a weapon:

Weapon: Hasty Sharktooth Claw (rare claw)
DPR: 220
PD: 65-94
+30 PD
+7% AS

When I arm myself with it my weapon damage is 176 - 226.

Why is it lower than the DPR?

* By contrast, my current weapon:

Slashing Ritual Voulge (rare greateax)

261 DPR
10% bonus to Critical Damage
+50% Damage to secondary targets
-12 to All Armor per hit
Conveys 50 Physical Damage over 5 seconds
3 x (Spark ember Chip + 14 Electric Damage)


When armed gives weapon damage of: 497 to 497
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Showing 1-15 of 27 comments
Unicarn 17 Jan, 2017 @ 9:42pm 
The numbers 176-226 and 497-497 are damage per hit. Claws tend to deal more damage, but have faster attack speed.
WrathDance 21 Jan, 2017 @ 1:55pm 
So what is the different between damage per hit and overall damage?

Say DPH is 200 - 300
but Overall damage is 400-600

How can I read both of these stats together?
Unicarn 21 Jan, 2017 @ 3:59pm 
Originally posted by WrathDance:
So what is the different between damage per hit and overall damage?

Say DPH is 200 - 300
but Overall damage is 400-600

How can I read both of these stats together?
The "overall damage" includes attack speed, crit chance, crit damage, and other factors.
WrathDance 21 Jan, 2017 @ 7:41pm 
I kind of get it.. but this still boggles the mind a bit.. Look at this comparison with the stats when the weapon(s) are used: http://i.imgur.com/9rcQ7ne.png
Last edited by WrathDance; 21 Jan, 2017 @ 7:42pm
Unicarn 21 Jan, 2017 @ 7:50pm 
Originally posted by WrathDance:
I kind of get it.. but this still boggles the mind a bit.. Look at this comparison with the stats when the weapon(s) are used: http://i.imgur.com/9rcQ7ne.png
The one on the left has lower damage but higher attack speed, meaning more DPS. Almost double the attack speed!

Look at the numbers below the damage per second

0.56 second attack speed
58-117 physical damage
39-78 fire damage

vs

1.08 second attack speed
193 physical damage
129 poison damage
Last edited by Unicarn; 21 Jan, 2017 @ 7:51pm
WrathDance 22 Jan, 2017 @ 12:38pm 
So then the Weapon damage stat of your char directly relates to the Physical Damage stat of the weapon? And if that's the case does this mean as an example, I can read left as:

"Out of the total damage (aka DPS), the physical portion is 58-117, the other portion is all extra and magical attributes?"

And if that's the case then should I not really depend on the DPS (aka overall damage stat) and concentrate on the Physical Damage, as it relates to the player's Weapon damage, when building Mele chars?

Like hypothetically speaking, if I have a berserker that gets a unique sword that is 700dps but only does 100-200pd, I should drop it and rather use a rare axe that is 400dps but does 500pd?

Unicarn 22 Jan, 2017 @ 1:07pm 
Originally posted by WrathDance:
So then the Weapon damage stat of your char directly relates to the Physical Damage stat of the weapon? And if that's the case does this mean as an example, I can read left as:

"Out of the total damage (aka DPS), the physical portion is 58-117, the other portion is all extra and magical attributes?"

And if that's the case then should I not really depend on the DPS (aka overall damage stat) and concentrate on the Physical Damage, as it relates to the player's Weapon damage, when building Mele chars?

Like hypothetically speaking, if I have a berserker that gets a unique sword that is 700dps but only does 100-200pd, I should drop it and rather use a rare axe that is 400dps but does 500pd?
Skills are based off of weapon DPS, not weapon damage. The weapon with higher DPS would be better.
steffire3 24 Jan, 2017 @ 4:32am 
https://steamhost.cn/steamcommunity_com/app/200710/discussions/0/1742216747644906290/

Originally posted by Enecarn:
Originally posted by WrathDance:
So then the Weapon damage stat of your char directly relates to the Physical Damage stat of the weapon? And if that's the case does this mean as an example, I can read left as:

"Out of the total damage (aka DPS), the physical portion is 58-117, the other portion is all extra and magical attributes?"

And if that's the case then should I not really depend on the DPS (aka overall damage stat) and concentrate on the Physical Damage, as it relates to the player's Weapon damage, when building Mele chars?

Like hypothetically speaking, if I have a berserker that gets a unique sword that is 700dps but only does 100-200pd, I should drop it and rather use a rare axe that is 400dps but does 500pd?
Skills are based off of weapon DPS, not weapon damage. The weapon with higher DPS would be better.

But DPS is only useful if relying on "skills"... otherwise if the weapon is your main choice of attack then the weapon damage itself would be the way to go...

So if a Berserker only has passive skills invested then the weapon with it's damage would become more important than the DPS.

Otherwise yes... DPS would be better for most class fighting styles [which usually rely on DPS skills or Focus skills].
Last edited by steffire3; 12 Aug, 2018 @ 12:56pm
Unicarn 24 Jan, 2017 @ 3:31pm 
Originally posted by steffire3:
Originally posted by Enecarn:
Skills are based off of weapon DPS, not weapon damage. The weapon with higher DPS would be better.

But DPS is only useful if relying on "skills"... otherwise if the weapon is your main choice of attack then the weapon damage itself would be the way to go...

So if a Berserker only has passive skills invested then the weapon with it's damage would become more important than the DPS.

Otherwise yes... DPS would be better for most class fighting styles [which usually rely on DPS skills or Focus skills].
Could you explain what you mean?

Wouldn't the higher DPS mean you deal more damage with auto attacks too? Or is it actually lower because you have lower damage, but higher attack speed and armor reduces a flat amount?
ADEC Inc 24 Jan, 2017 @ 3:56pm 
DPS would still be favorable with autoattacks, especially as a melee armor-shredding berserker. Armor scales so poorly in this game that it only becomes an issue if your weapons are badly out of date.
Milord 24 Jan, 2017 @ 10:45pm 
Weapon damage is the most important for auto-attack berserkers, then attack speed. Stormclaw, Rage Retaliation and Shadowbind are all based on weapon damage.
Shadowbind is superior to Howl for a number of reasons:
  • Casts faster.
  • Costs less mana.
  • Targetable (much better than an extra 1.5 meters of range).
  • Can do slightly more damage than Howl against single targets when dual-wielding. Does slightly less otherwise.
  • Does way more damage than Howl if multiple targets are affected.
In case you were wondering, both skills stack with each other.
ADEC Inc 25 Jan, 2017 @ 12:24am 
Stormclaw procs off of hits. More attack speed means more hits per second and more procs, leading to greater damage output overall because weapon damage and attack speed are poorly balanced.

Rage Retaliation and Shadowbind are in fact DPS based, and a similar logic applies to Shadowbind as it does to Stormclaw.
steffire3 25 Jan, 2017 @ 4:15am 
Originally posted by Goaticarn:
Originally posted by steffire3:

But DPS is only useful if relying on "skills"... otherwise if the weapon is your main choice of attack then the weapon damage itself would be the way to go...

So if a Berserker only has passive skills invested then the weapon with it's damage would become more important than the DPS.

Otherwise yes... DPS would be better for most class fighting styles [which usually rely on DPS skills or Focus skills].
Could you explain what you mean?

Wouldn't the higher DPS mean you deal more damage with auto attacks too? Or is it actually lower because you have lower damage, but higher attack speed and armor reduces a flat amount?

Originally posted by ADEC Inc:
DPS would still be favorable with autoattacks, especially as a melee armor-shredding berserker. Armor scales so poorly in this game that it only becomes an issue if your weapons are badly out of date.

Originally posted by 🐮:
Weapon damage is the most important for auto-attack berserkers, then attack speed. Stormclaw, Rage Retaliation and Shadowbind are all based on weapon damage.
Shadowbind is superior to Howl for a number of reasons:
  • Casts faster.
  • Costs less mana.
  • Targetable (much better than an extra 1.5 meters of range).
  • Can do slightly more damage than Howl against single targets when dual-wielding. Does slightly less otherwise.
  • Does way more damage than Howl if multiple targets are affected.
In case you were wondering, both skills stack with each other.

Originally posted by ADEC Inc:
Stormclaw procs off of hits. More attack speed means more hits per second and more procs, leading to greater damage output overall because weapon damage and attack speed are poorly balanced.

Rage Retaliation and Shadowbind are in fact DPS based, and a similar logic applies to Shadowbind as it does to Stormclaw.

Because ultimately "DPS" is greatly empowered by high "Strength" and of course a decent amount of "Dexterity" or purely "Critical Chance" since "Weapon Damage" doesn't really have an easy way to boost it's power by %... just flat numbers mostly.

= = =

Supposedly the mod author of "Sniper Rifles!" [which uses heavy amounts of weapon damage] was able to outpower a "modded" 4000 DPS Bow... so in theory it's possible but again in the original game it's difficult to achieve powerful weapon damage over DPS passive auto-attacks.

Here is the "claim" made it the mod's comment section.

Xer, Lord of Cinder [author] Oct 4, 2015 @ 6:31am
Damn, this mod is really much more popular than I imagined :3
Regarding the lower dps: In my playthrough I found that a sniper rifle gives almost 100% more magic and whatever the other dmg is called compared to a bow, with like 3 times the dps. My guess is since my rifles have a pretty damn high base dmg, they ramp up your damage quite alot. Of course, skills using dps aren't effected by that. With my archer, I had the choice between a lvl 115 synergies bow with 4k+dps and my lvl 105 crazy horse with 1.8k dps. The sniper was much more dmg.
I guess it depends on the class your using.

The "Link": https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=521956081&searchtext=

I realize using a "modded" example is off point but again I just wanted to prove that "Weapon Damage" does count for something inside TL2 abeit below DPS.
= = =

So again I would actually advise relying on "DPS" in the original game... like I said in my original statement [now with new explanations].

Originally posted by steffire3:
... otherwise [if] the weapon is your main choice of attack then the weapon damage itself would be the way to go...

[Of course Classes have better damage choices in their DPS passive auto-attack skills].

So if a Berserker only has passive skills invested then the weapon with it's damage would become more important than the DPS.

. [/quote]

Although I realize that I should have placed more emphasis on DPS's reliablity, I now want to point out that "Weapon Damage" does have a relationship with "DPS" and "Focus" which means it should be considered when replacing weapons.
Last edited by steffire3; 25 Jan, 2017 @ 4:19am
steffire3 25 Jan, 2017 @ 4:27am 
Originally posted by ADEC Inc:
DPS would still be favorable with autoattacks, especially as a melee armor-shredding berserker. Armor scales so poorly in this game that it only becomes an issue if your weapons are badly out of date.

@ADEC Inc:

If you can give further detail or optionally a damage graph that shows that "DPS" is [greatly] more powerful than "Weapon Damage" even when they are used together [and factoring a heavy "Focus" elemental boost because I'm curious now] then it would help the rest of us [including myself] because I would like to be corrected if "Weapon Damage" simply fails to keep up with "DPS" based builds.

Originally posted by ADEC Inc:
Stormclaw procs off of hits. More attack speed means more hits per second and more procs, leading to greater damage output overall because weapon damage and attack speed are poorly balanced.

Rage Retaliation and Shadowbind are in fact DPS based, and a similar logic applies to Shadowbind as it does to Stormclaw.

Again I'm also curious if "Weapon Damage" [on non-active-skill, yes-passive-skill, auto-attack builds] also fails to help "DPS" when used together [even with high "Focus"].

Originally posted by WrathDance:
Newbie here; I have weapon's damage question:

To be fair to the person who originally started this [deep?] question... it's something even a 3 year TL2 player [myself] has to ask too.

I mean I'm embarrassed that after all these years and mods that I somehow still haven't got this figured out...

Is it that... hidden? O_o?

If "ADEC Inc" claims are correct then I have to question the purpose of "Weapon Damage" outside of the more reliable "DPS" options.

-^_^-
Last edited by steffire3; 25 Jan, 2017 @ 4:57am
ADEC Inc 25 Jan, 2017 @ 5:08am 
"Stronger" twohanded weapons have disproportionately slow attack speeds, so their advantage is nullified. The way to achieve best DPS is to take already fast weapons and add flat damage via sockets and enchants. So yes, weapon damage is part of it, but DPS is the end goal.

To optimize any weapon DPS skill, it's also important that your final attack speed after other modifiers is less than the DPS percentage of the skill. So for example if the skill is 60% weapon DPS you want an attack speed of 0.60 seconds or less. Hybrid DPS skills like Emberquake and Wolfpack can get away with slower weapons because of the added flat damage and the number of hits that virtually guarantees no survivors.
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Date Posted: 17 Jan, 2017 @ 9:38pm
Posts: 27