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 Post subject: clearing concept of absolute damage skills
PostPosted: Sat Nov 24, 2007 8:00 am 
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trying to clear this up, seems like a lot of people don't understand it...

absolute damage do not mean that the damage it shows is the real damage... when it says absolute, it just means there are no min-max range, but you still get the stat bonus on it

so a pure str chinese doing a nuke has bad damage, same thing if he uses a absolute damage spell... a pure int cleric doing a absolute nuke has more damage than the pure str doing same spell

it applies to warlock's dot damage too

Just wanted to say this since i saw a lot of people referring to something as absolute damage so anyone can use it... well its same as nukes on chinese char, anyone can use them if they got it, but wthout int the damage is lower

and i know this from comparing dot damage and cleric healing/bard attack from my pure int warlock/cleric with other pure str cleric/warlocks of same lvl (we both had npc weapon and no blues on anything)


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 Post subject:
PostPosted: Sat Nov 24, 2007 8:04 am 
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...No it doesn't. Even if you are pure int, you cannot do more than the stated number on anything that resists the spell, if they resist the opponent's defense is factored in and you do different (lower) dmg. If they do not resist, the damage is always the one shown.

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 Post subject:
PostPosted: Sat Nov 24, 2007 8:07 am 
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yes you can

have you even tried it? the cleric's absolute damage spell does more than it says, dots also seem higher (well, this part makes sense... 37% of int :/ so higher int, higher damage lol)

anyways, the absolute damage part does get int added to damage


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 Post subject:
PostPosted: Sat Nov 24, 2007 8:39 am 
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I doubt that. Absolute damage such as Glut Healing and Over Healing cannot go above their told damage, but can go below depending on the level of the enemy.


There are no modifiers on the skill such as (+199%).


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 Post subject:
PostPosted: Sat Nov 24, 2007 5:13 pm 
DoTs are not absolute damage so of course they would vary depending on the amount of int you have (and weapon magic attk). Compare with something like shadow armor. I picture absolute damage as blood... it is a very strong buffer, but it will be less consistent damage on people that are much higher lvl or much more consistent damage on lower lvls.

I've never had a pure str so i cannot tell you about the absolute damage being the same for pure ints; however, my guess should be that the damage is very close, if not the same.

Healing has weapon magic attk reflection so unless you have the same weapon magical attk you will heal differently. Read the descriptions carefully. They can be confusing.


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 Post subject:
PostPosted: Sun Nov 25, 2007 8:13 pm 
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tested it and...

it says damage 623 absolutness, well.....

tried it on mangyangs and on lvl 20 mobs, zerk and no zerk, always the same damage.

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 Post subject:
PostPosted: Tue Nov 27, 2007 4:25 am 
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I don't know if it can go higher, I haven't tested it out on manyangs or movias myself, however, it does go lower depending on the level of the monster, that much i know..

first time i got it thinking it'd to 600 damage and seeing it do 30. wow did I feel ripped off ><;

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 Post subject:
PostPosted: Tue Nov 27, 2007 4:42 am 
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mag... when you tested it... did you use 2 chars? because from what i have, it seems to have int added to damage so if it is same char, a zerk would still do same damage since zerk doesnt increase mag attack... i think :/ not sure what zerk works on lol


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 Post subject:
PostPosted: Tue Nov 27, 2007 5:08 am 
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zerk = 2 x mag dmg + 2 x phy dmg.

when u score a crit ... zerk = 2 mag dmg + 2 x (2 x phy dmg)


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