This will be a quick explanation of basic affixes you'll see on most items. These affixes will be broken up into Offensive Affixes & Defensive Affixes.
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Offensive Affixes & Modifiers
Damage Modifiers:
Added Damage. adds base # damage to attacks. Everything multiplies after added damage.
Increased Damage. multiplies the base damage after all additive damage is calculated.
Added damage sources multiply by increased damage's %.
Example: (Added fire + added melee) * [(increased fire% + increased melee%)*100].
3 added fire damage
3 added melee damage
30% increased fire damage
30% increased melee damage
(3 + 3) * [(30% + 30%)*100] = 6 * 1.6 = 9.6 total fire melee damage
Using multiple damage types/sources makes it harder to stack increased damage. It's easier to scale damage using the same damage type.
Critical Modifiers:
Critical hits do double damage when a crit hit happens.
Critical damage increases with added crit & increased crit (similar to added damage & increased damage).
Crits do not increase Damage over Time or Ailments.
Critical hit chance can be increased up to 100%.
Enemies can avoid crits via a crit avoidance buff they have or a crit debuff on you.
Rogue has a crit debuff skill they can apply to enemies.
Buffs/Debuffs:
Buffs and debuffs can be given to player and to enemies. They add to damage dealth/taken in a different way.
Shred: Stacks a 4 second debuff on specific stat when they get hit (such as armor shred). Does 2% boss or 5% regular enemy per stack up to 10 max stacks of shred.
Penetrate: Penetrates specific resistance. Can’t go below -75% resist penetrated.
Increased Damage Taken: Simply increases the amount of damage type taken in an additive (not multiplicative) way. Can stack with penetration & shred.
Damage over Time (DoTs):
- DoT is damage that ticks per second over a period of time.
- Base DoT duration + Increased DoT duration gives total damage over time.
- DoT cannot be scaled by crit.
- DoT can be inflicted via specific skills or ailments. DoTs via ailments will be triggered on hit.
- DoT is scaled via duration, penetration, shred, and damage sources related to the DoT.
Example: Physical damage over time (bleed ailment).
Maximize attack speed and increased phys DoT chance to increase how likely a bleed will occur and to get more bleed stacks (no max stacks so higher bleed chance and higher attack speeds can stack 100+ times).
Increasing bleed duration keeps those stacks on longer and increased DoT/physical DoT will increase bleed damage per tick.
Physical penetration + phys resist shred will make enemies take more bleed damage.
Ailments:
Bleed, Poison, Ignite. Frostbite. Electrify.
Chance to apply an ailment can be over 100% in case enemies have buffs or you have debuffs lowering the chances of applying an ailment.
All major DoTs via ailments will be uncapped. A few specific ailments will be capped and will be stated in the skill's description (such as time rot).
Attack & Cast Speed:
These affixes are typically found on weapons. Dual wielders speed is based on average of both weapons equipped.
Overall base attack/cast speed is based on average of skill speed + weapon speed.
Attack/Cast speed scales via Increased Cast or Increased Attack Speed modifiers.
Certain skills won't scale in speed (such as dancing strikes or channeled skills) unless the skill specifically states it.
Convert Damage / Damage Conversion:
These modifiers/affixes will convert the base damage of skills or all damage sources of skills to another damage type.
3 Most Common Conversions:
Convert base skill damage.
Convert passive skill node.
Convert all sources of X to Y. (i.e. fire to cold).
Damage conversion can be used to convert a skill to match damage types that work with your build or to convert part of skill damage type to help with monster resists.
Minions:
Minions scale independently from player skills and affixes. Only ballistas share some passive nodes with player.
Passive nodes & affixes related to minion scaling will have specific wording:
Minion, Companion, Totem, Allies, Shared, You & Minions, etc...
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