Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Say DPH is 200 - 300
but Overall damage is 400-600
How can I read both of these stats together?
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
"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?
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].
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?
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.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].
@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.
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"].
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.
-^_^-
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.