Been looking for 1 single item to finish my Red build off and make it really an NPC butt kicking killer.
All i need is a Walker/Harris Backpack so i can add the extra 20% weapon damage onto my SMG red build.
Now my SMG is sitting at 147.7K damage, so i relied on the Walker harris Backpack from the Season track (but of course that dropped as a Rainbow 1 red/1yellow/1 blue (ho hum)
But i kept it and did a recal on the red stat to 15% weapon damage add in the 5% weapon damage bonus from the brand set 1 piece, which gives me the extra 20% weapon damage.
So i swap out my back pack for the W+H and my SMG goes from 147.7K damage to 160.4K damage (Huh! ) thats not 20%
147.7K add 20% is 177.2K (20% is 29.54)
So either my Maths is totally wrong or the game does not add 20% or recognize the full 20% on the gear.
PS: iv'e checked several times on a calculator and at a conversion site on top of doing the maths.
Mind you i'm still half asleep and may be totally (wrong
Or i maybe barking up the wrong tree woof woof woof.
assuming you have full red build you will have something like +120% weapondmg+smgdmg, so another 20% wont be 20% of the current value but much less (~9% of the current value in fact) since your going from 220% total dmg to 240% total dmg
please check your all weapon dmg and smg dmg and add them togehter to see how uch dmg bonus you already have and the additional 20% will only be additive to that old value
final dmg is base*(1+weapondmg%)*(total[weapon]dmg%)
first is your wapon, second is your red stats and any plain weapon dmg from talents like optimist, third is total dmg and total weapon dmg from talents like glass canon or composure
This. Most bonuses in the game are additive, not multiplicative.Originally Posted by Icarium81 Go to original post
You can also check your total bonuses in the stats tab of your inventory.
Jack,
If you want to find a place to apply new multiplicative damage the best way to do it is from other values besides ones that you have already built up.
Often those values are the following:
Damage to Targets out of cover(Common Sources: LMG Default Primary Value, Fox's Prayers, Various Weapon Secondary Rolls)
Damage to Armor(Common Sources: Shotgun Default Primary Value, Contractor's Gloves, Various Weapon Secondary Rolls, W+H 2nd Set Piece Bonus)
Damage to Health(Common Sources: AR Default Primary Value, Hollowman Mask, Various Weapon Secondary Rolls, W+H 3rd Set Piece Bonus)
All Damage(Common Source: Glass Cannon)
Critical Damage and Headshot Damage add onto their respective existing damage multipliers. So it is always a good idea to have multiple multipliers.
So if you have added on enough damage in other areas it might be time to look at where you can add on the extra damage type of these others. It won't show up in the menu, but you will notice the results on the range and most importantly in the field.
Thanks for that and i appreciate the hints..Originally Posted by TimesLostArc Go to original post
~I do already know alot of it after 1600 hours, it was just that one thing was a little confusing but no probs.
Mind you i already have Obliterate and Composure which adds alot of weapon damage, my SMG can get almost above 650K crit hits and melts just about all NPC's (and i don't have Fox's prayer and contractors gloves) can never find good ones anyway.
My build/weapons are currently at.
Police UMP-45 at 150K damage
Marine Super 90 shotgun at almost a million damage and at 176 RPM
or
Tact MK16 at 125K damage
And i still have just under a million Armour
A couple more tweaks here and there and those values can go higher. If i get lucky with drops lol.
yep because i can't find the one i want, so using a Rainbow Gila with Composure (which iv'e had since before the last update.Originally Posted by Brando_0070 Go to original post
Then again with the damage i'm doing now i might just keep one blue for the million armour the build has.