Does +element damage items increase damage of spells or just add elemental damage to the attack of the weapon it's on?
For example, I have a poison damage focused Outlander and was wondering if +poison gems in my weapon would increase DPS.
torchlight-2
Does +element damage items increase damage of spells or just add elemental damage to the attack of the weapon it's on?
For example, I have a poison damage focused Outlander and was wondering if +poison gems in my weapon would increase DPS.
First, the following tests have all been done with a Level 2 Berserker with no skillpoints or stat points invested on the dummy in the Estherian Enclave. Critical hits and fumbled attacks are completely excluded from every calculation aswell as attacks from both claws at the same time.
Secondly, this was an interesting thing to test and I'll have to explain a few things/assumptions before I get on with the more related results:
How random is the damage ?
Assuming a constant environment I would assume a constant damage result. This is however not the case, and thus all results by me (and others) will be subject to 'random' fluctuations. I tested this with a 45 dps claw
(36 physical damage every 0.8s) which gave me a weapon damage of 39-39
. I used no offhand and proceeded to hit (regular attack) the dummy like a madman. I hit either 34, 35 or 36
while i would have expected to hit 35 all the time.
How to account for armor?
In Torchlight 2, every damage you do is decreased by an amount based on the armor value of your enemy. Since all the damage in my tests was Physical Damage, we can focus only on physical armor, but there's no way of knowing the armor of your enemy as far as I know.
When I hit the dummy with my regular claws (13 - 19 weapon damage
) I had hits variating between 10
and 17
. Removing 1 claw gave me 12 - 18 weapon damage
and hits between 9
and 16
. I then equiped my high dps claw which gave me 39 - 39 weapon damage
and got hits between 34
and 36
(avg. 35
).
From this I concluded the damage decrease done by the dummies armor for this range of damage is between 2
and 4
.
Note that I by no means claim that armor removes a linear amount of damage nor that it doesn't scale with your damage, level, ...
Is everything an integer
?
That would be nice, but sadly: no. A lot of calculations gave fractions/floating point numbers as a result. Since it's not very nice to display those everything has to be rounded to an integer. I do not know how it is programmed, but I assumed everything is rounded to the nearest integer. This seemed to be most of the time the case.
Now, let's get on with the real results!
Scenario 1: 1 claw, no offhand
With 1 claw in your righthand and no offhand, this does exactly as it says: it takes your claws dps, takes 88% of it and deals that amount as damage (the final result still has to include armor!). So the higher the dps of your claw, the higher the damage of Eviscerate will be.
With my 45 dps
claw I mentioned above, my Eviscerate hit for 37 - 39
(avg. 38
). Indeed, 88% of 45 is 40
. Giving this an armor penalty of 2
gives us the average Eviscerate damage.
Important to note is that this is an increase of damage compared to a regular attack. (an increase of 3 damage
in this case)
Scenario 2: 2 claws, equal dps
Now, how does the damage compare to scenario 1? Does it increase because of dual-wielding, is it the same, does it decrease?
With 1 claw of 22 dps
I got Eviscerate hits of 12
to 20
(avg. 16
).
With 2 claws of 22 dps
I got Eviscerate hits of 14
to 21
(avg. 18
).
Tada ! An increase. But by how much and why? I will return to this at the end of scenario 3.
Scenario 3: 2 claws, different dps
This is the part where it really becomes interesting.
A 45 dps claw in right hand and a 22 dps claw in offhand gives me 41
to 43
damage hits.
A 22 dps claw in right hand and a 45 dps claw in offhand gives me 14
to 21
damage hits.
So it's of the most benefit to ALWAYS put your highest dps weapon in your right hand.
Now with that last result in mind, we return to scenario 2, where we got the same damage as with a 22 dps claw in our offhand (twice an average of 18
). So the stats of our offhand are not important, as long as it's a weapon (see later: shields) you will gain an increase in damage because of dual-wielding.
So how much is the increase for dual-wielding? I don't know but from these results it would seem like the increase is equal to floor(dps of righthand / 10)
:
22 dps claw gives an average of 16
damage per Eviscerate hit
22 dps claw with an offhand weapon gives an average of 18
damage per Eviscerate hit
45 dps claw gives an average of 38
damage per Eviscerate hit
45 dps claw with an offhand weapon gives an average of 42
damage per Eviscerate hit
In the first case we see an increase of 2
and in the second case an increase of 4
which could be explained by the formula.
So we can just equip a shield as offhand for better survivability?
No, the damage output will be the same as if you had only a claw in your right hand (a la scenario 1).
But the increase of damage by dual-wielding is very little, why is it worth to dual-wield then?
This was done at level 2 and with no multipliers, skills... so the damage increase by dual-wielding should scale better at higher levels, better gear/skills...
I hope this answers most of your questions!
Strength adds to Weapon Damage for EVERY class. However, if you are an Embermage, you are likely using Wands or a Staff. If you are using Wands or a Staff, then you gain Weapon Damage from increasing your Focus. The reason for this is that Focus increases Magic Damage, and if you look at a staff or a wand, you will notice that they don't do any physical damage - it's all elemental!
Now, there might be a couple reasons to increase your Strength as an Embermage - it WILL increase your Weapon Damage and Critical Damage, and may be useful to be able to equip certain gear. However, I find that the benefits of increasing Strength are minimal compared to the benefits of increasing Focus. Focus gives you a greater mana pool, allows you to equip higher-level Embermage-specific gear sooner, and ALSO increases your Weapon Damage by the same amount as increasing Strength! Therefore, I recommend increasing Focus as your most important attribute, with Vitality following, then Dex sprinkled in. (Usually for gear requirements.) I sometimes increase Strength if certain gear requires it and I don't want to wait until a higher level, but almost never otherwise.
Also, just a caution - Weapon Damage and Weapon DPS are NOT the same. Weapon DPS is a simplified display of a weapon's damage output, derived from a formula using Attack Speed, Weapon Damage, and more. Weapon Damage is the damage per hit of the weapon, as seen in your character stats screen.
The reason I mention this is because some class skills (I think Outlander skills, mostly) use Weapon Damage as a modified ("50% of Weapon Damage") and some use Weapon DPS ("50% of Weapon DPS"). So be sure to pick the weapons and skills that compliment each other best!
Another caution - some spells use Weapon DPS to calculate damage. Some do not, and are based on your character level and the level of the spell. (Hailstorm, for example.)
It sounds like the setup you've chosen will work just fine with a high-Focus character build, and feel free to choose the staff with the highest weapon DPS if you're looking to deal the most damage. And don't forget to have fun! :)
Best Answer
Elemental gems only affect the weapon they are in, by adding flat damage, and that would increase the DPS of that particular weapon but not of anything else (e.g. other weapons or skills). If you find any enchant that says +% to all poison damage, that would apply to everything. Most of those tend to be for armor, not weapons though.
If you look under arcane stats you can get an idea of what stats apply per weapon and which ones apply for all attack. For example, elemental damage % bonus is listed as a global stat, as are things like execute chance and critical chance. However, elemental flat damage and attack speed are listed under each separate weapon (hand).