The First Descendant

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Skill Power vs Element Skill Power
Is there a reason to use skill power instead of element skill power? I'm talking about Fire/Chill/Electric/Non-Attribute, not the other ones as these are same with all skills.

For example "Power Increase" and "Electric Specialist" are both "Battle" -type mods, just one is base booster and other is electric. First gives 65% boost and other gives 81.2% boost. Isn't it just better to use Electric Specialist for Ines as it's bigger or am I missing any info on this issue?
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Poljanan 27 Aug @ 2:34am 
Would also like to know.
Reactor skill power * Skill power (mods like spear and shield) * Attribute skill power(i.e. fire) * Type skill power ( i.e dimension) = Final base skill power before modifiers.

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/
Originally posted by jariolipponen:
Reactor skill power * Skill power (mods like spear and shield) * Attribute skill power(i.e. fire) * Type skill power ( i.e dimension) = Final base skill power before modifiers.

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/
This is, press W in inventory, you will see them, base skill power boost ratio, element skill power boost ratio, arche type skill power boost ratio, all multiple together. From that, people know when to use Power Increase, when to use Element Specialist.
In a nutshell:

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.
You have to remember that different descendants have different base modifiers on Skills in General and Skills which are based on their Element. For Example the base modifier of skills in general theoretically like 1.05 Toxic and 1.0 on Tech. Then you would probably like to scale toxic up cause it has a highter base modifier. Get it ?
Originally posted by jariolipponen:
Is there a reason to use skill power instead of element skill power? I'm talking about Fire/Chill/Electric/Non-Attribute, not the other ones as these are same with all skills.

For example "Power Increase" and "Electric Specialist" are both "Battle" -type mods, just one is base booster and other is electric. First gives 65% boost and other gives 81.2% boost. Isn't it just better to use Electric Specialist for Ines as it's bigger or am I missing any info on this issue?
The two posts before me explain it very good: optimally you give the same bonus to skill, element and Arche. Always Push the lowest stat. Also pay attention to the modifier of the skill you want to make stronger. If something has a 5000x modifier, you don't need more extra skill modifier. Better push skill power then.
Last edited by amon.the.arcadian; 1 hour ago
Skill power and elemental skill powers are separated multipliers.
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.
Last edited by Decapitare; 57 minutes ago
Originally posted by Decapitare:
Skill power and elemental skill powers are separated multipliers.
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.
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