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That was taken from a year or more old Reddit post. Was mainly wondering if anything has changed as I'm very bad in keeping up with parch notes.
But maybe we just wait until they spring 2 attribute descendants on us.
Post in question
https://www.reddit.com/r/TheFirstDescendant/comments/1e706pt/how_skill_damage_is_calculated_in_the_first/
The modifiers are multiplicative, however, adding too much of one modifer has dimishing returns, so its beneficial to kind of "equal them out".
So lets say if in the skill tooltip a skill has "skill power x XXXXXX" where XXXXXX is 200% or more, you benefit more from mods that increase raw skill power vs elemental or type ones.
Lets say your skill deals base 1000 damage.
With only power increase, it deals 1650 damage.
With only electric specialist, it deals 1812 damage.
Now put electric amplification (+65.4% electric skill power) into equations. It can be used with battle type mods together.
With PI + EA you get 1000 * (1 + 0.65) * (1 + 0.654) = 2729.1 damage.
With ES + EA you get 1000 * (1 + 0.812 + 0.654) = 2466 damage.
Keep them close to each other to maximize your damage output.
My original worry was more in the same mod slot situation. As in witch power mod is smarter for that 1 slot, and currently the answer seems to be if 1 is 'too' (comparatively) high favor the smaller one.