It hasn't changed since Mod 17, it just became more complicated and the system assumes you've liked/followed/subscribed/stalk every dev post from the combat changes.kamillosss said:Someone knows how damage bonus from items works after combat rework ??
For example I got this 2 items, so how it does work ? is this 3%/5% damage added to damage based on your item level (5%*6332) ?
or added to magnitude encounter or some other way ?
PS. and what about rings with range/melee powers 3% more damage ?
Answers
- I go to the area with good mobs to attack and attack me.
- In chat, I have a combat only tab set up.
- I use /clear command in chat to clear out the old data.
- I start my attack.
- When done, I collect the data using the mouse to drag (select) all the chat text recorded.
- Paste to a text file (word or notepad) and review.
Other players like to use parsers, but I don't even know, if the combat parsers are up to date with the current combat logs. Maybe someone else knows that information. The most common parser used here is ACT and there is a thread here on the forums.Anyway, the +x% dmg should be applied in damage formula - not to the shown base damage or any other accessible number. So, it is literally invisible for naked eye. Figuring out what some bonus does is either question of blind faith or rigorous statistics.
Since the damage was swapped to magnitudes, we lost any kind of preview what the real damage range actually is - and since the latest combat rework effectively disabled fixed weapon damage on the test server, you no longer can test there any bonuses by a single strike as well.
I think that was the real purpose of such chain of changes - to prevent players from figuring out if something works or not.
I ask this question since in the post on the change of combat at the end of the section on companions it states: "The companions in the fight receive their basic statistics from their owner to help them be a useful extension of the player in combat".
Which would be more proof that the augments are dead in the game and that the important thing is that you are the buffer of your Pokemon. That Cool!
First point: items got various stats and item level, so you got bonus damage from item level and ratings.
Before changes you had unlimited power and const caps on specific trials or dungeons. For example trial: tower of the mad mage - armor pene, crit 80k combat advantage 130k, so it was much easier to compare shirt with 3% damage and shirt with 5k power, which is better for you at the moment.
Second point: if you got goristro horns + ribcage and can't keep stacks with your at wills or your encounters got long cooldowns, it's rly hard to have 10 stacks all time and solid statistics. In current meta you must looking for all stats, because all of them give you bonus to damage.
I mean see bonus from items in combat log can might be hindered, bcs of that.
Back in the day, the
Sharpedgelord found out what the "magnitude" of various class abilities were, he just called them "ability coefficients".
https://www.youtube.com/watch?v=lzFbbTDAQiQ&t=1420s
I hope this helps!!!