Extra Weapon Damage?

1 pages Page 1
Illithen Firebringer
Illithen Firebringer
Ascalonian Squire
#1
Do you do extra damage if you have more that the required points in a weapon's Attribute?

For example, if I had a Water Staff Req. 9 Water Magic 11-22 dmg, and I had 16 Water Magic, would I do more than 11-22 damage because I had more than the required point level?

Thanks in advance,
Illithen
r
rabwatt
Frost Gate Guardian
#2
no, unfortunatley not :-/
r
rabwatt
Frost Gate Guardian
#3
plz delete, stuttered the send buttoned
Coloneh
Coloneh
Furnace Stoker
#4
nope, not with wands and such. It increases the damage with a weapon attribute (i.e. axe mastery, marksmanship, ect.)
d
dargon
Furnace Stoker
#5
Actually, Coleneh, it doesn't. All it does is increase your chance of a critical hit
Winston
Winston
Krytan Explorer
#6
On a Warrior, more points into Strength will increase your armour penetration.
ZenRgy
ZenRgy
Zookeeper
#7
Quote:
Originally Posted by Winston
On a Warrior, more points into Strength will increase your armour penetration.
Adding points into Strength for just AP is pointless, 16 strength adds very little damage.
Thomas.knbk
Thomas.knbk
Forge Runner
#9
Quote:
Originally Posted by dargon
Actually, Coleneh, it doesn't. All it does is increase your chance of a critical hit
Learn your facts. An axe with 16 axe mastry does about 15% more damage than an axe with 12, excluding critical hits. Go test it with Wild Blow if you don't believe me.
But for wands it doesn't work.
Toutatis
Toutatis
Walking Wiki
#10
In the case of the martial weapons (swords, axes, hammers, bows, daggers, scythes, spears), pushing attributes above the requirement for the weapon will increase the damage you can get out of them. The same does not hold true for the spellcasting weapons (staves and wands).

This is because martial weapons and spellcasting weapons are designed for totally different purposes. Martial weapons are designed to be a primary damage source for the professions that use them, while spellcasting professions get their damage output from the spells they cast. A spellcasting weapon is primarily designed to improve spellcasting in some way (more energy, shorter casting times, shorter spell recharge times).
Yanman.be
Yanman.be
Banned
#11
In regard of the OP question: Weapon Req has NOTHING to do with damage calculation, unless you do not meet the requirement. Weapon Mastery will increase damage, but that has nothing to do with the req.
Illithen Firebringer
Illithen Firebringer
Ascalonian Squire
#12
Thanks everyone. I had no idea that it was only the Martial weapons.
I think the reason that elementalists dont have Wand Mastery is that they would be overpowered.
thanks for all of the quick replies!
-Illithen
d
dargon
Furnace Stoker
#13
Quote:
Originally Posted by Thomas.knbk
Learn your facts. An axe with 16 axe mastry does about 15% more damage than an axe with 12, excluding critical hits. Go test it with Wild Blow if you don't believe me.
But for wands it doesn't work.
I'll admit to apparently being wrong on this one, atleast so far as wild blow is concerned (at 16 axe, 50 dmg, 12 axe 44 dmg, 9 axe 34 dmg), which implies one of two things to me. Either weapon attributes do infact cause you to inherently do more damage or they simply affect the bonus you do with a critical hit. Because of this, I decided to test a bit more with everyones favorite holiday toys, the candy cane weapons.

Candy Cane weapons have no requirement and their min damage is the same as their max, in the case of the Candy Cane Axe, 10-10, so in theory should do the same amount of damage no matter what your attribute level is. And because their minimum is the same as their max, no skills need be used which could possibly throw off the test.

(all tests done against the AL60 armor in Isle of the Nameless)
at 9 axe - 8 dmg, 11 on a critical hit
at 12 axe - 10 dmg, 14 on a critical hit
at 16 axe - 11 dmg, 16 on a critical hit

Obviously, I was indeed wrong. Your attribute level does have an effect on the base damage you do, however once you pass a 12 in the attribute, the law of diminishing returns sets in.

As a side note, at a 0 axe, a candy cane axe does 4 dmg, 6 on a critical hit