I never tested healing, just damage. Sounds like a bug, I’m sure it will be patched eventually. The damage bonus works, though, but like I said, it works in a way none of us like. Base damage bonuses are just lame. Who GAF about base damage?
Did they admit that this is how it’s supposed to be? It could very well be a bug on its own and the calculation is just wrong
That’s not completely true. Base damage is the starting point to apply other bonuses. So increasing base damage will increase total damage.
The 20% bonus is based on your base character without any attributes or armour stats.
It does not add 20% on top of the effects of say Focus or Dex.
This in turn makes it almost useless once you get to 60 and add all the stats
In real terms it’s close to a 5% bonus at 60.
The biggest thing you need to consider is. Long dodge roll vs 25% dmg reduction of heavy.
The 20% bonus should be applied to your total stats.
The bonus is based on your weapon damage, not your character.
The video linked above is explicative on how the damage is calculated.
5% of what?
5% of total damage I believe
Sorry. I mean that your total output with same stat gear in both light and heavy at 60 - there is only around 5% more damage or so in light. Assuming same GS weps.
I watched the above vid and another which tested the same weps at 60 using heavy and light and the difference is barely over 5%.
Granted there could have been other factors or bias. But saying “Yoh do 20% more damage and healing” in light armour is so misleading ingame.
Yeah, it’s very misleading. People expect to do 20% more damage and healing and be able to see that dramatic of a difference immediately. The difference is so small that many believe there is no difference at all.
Hmm so its only 5% increase…if this is intended…then medium better for healer for survivability?
Will new world dev confirm this for us please?
If you watch the above video it shows how damage is calculated - the % bonus is applied to the base weapon damage prior to multiplicative / additive % modifers. Prior to any absorbtion or resistances - this in turn reduces the figure from the “expected” 20% bonus.
The benifit to wearing light armour, is around (ISH) 5% more dmg and ofcourse the long roll.
Paladin builds are so good because heavy armour doesnt REDUCE healing done, which if it did, would incentivise the use of cloth.
honestly that’s a good idea it should either make casting take longer or reduce healing done
this whole heavy , light . medium stuff makes no sense to me id assume only cloth light armor would for mages and healers and medium armor would be for like rapier bow aka dex. Why dont they do it that way this current system is weird imo that a mage can wear heavy armor
I hope they change it so it’s actually 20% total damage considering their legendary light armor is with strength only lol
The whole system needs more transparency and differentiation. Light armor should be more appealing to casters (and DPS in general) and heavy armor shouldn’t be so enticing. Added damage and mitigation also needs to be more clear and other stats need to be shown in character sheet (like crit chance).
As a side complaint, if +5% crit chance is a flat additive value doesn’t that make low base crit weapons kinda disproportionately improved by added crit? Everyone benefits but it seems like the 1-2% difference in base kinda counts for nothing in the scheme of things. Seems like the values should be changed to be multiplicitive to the base crit value.
This is why healing wearing heavy needs a 60% reduction, 30% in Medium and no penalty in Light.
I don’t think the 20% penalty is even working actually, is anything working in this game? Every week, more and more stuff that doesnt work as intended - *sigh
If anyone knows where moderator has commented on this, please link, but it seems like this issue has not been noticed. From my perspective this is a major bug affecting a large number of people.
We might all have opinions on how the game should be balanced. How important differentiation between armor types is, but the biggest problem to me is that it’s either totally unclear or just wrong in how it’s conveyed to the player.
Please fix! Thank you.
This is incorrect data, and I have proof with pictures. The 20% is added, with attributes.
Simple math stats that multiplication is associative. So, it doesn’t matter if damage is multiplied by 20% then multiplied by the mitigation last -OR- multiplied by mitigation then by 20% bonus damage, you get the same number)
Review my previous linked post for details, but this is just a simple fact of math. The order does not matter, you will still receive 20%.
The bonus damage does look true to be not working for healing. But can’t confirm due to not using life staff.
You didn’t disprove anything, I don’t even think you understand the issue here. Your own post said you did this test using NO STAT GEAR. Yeah… like everyone has said, the damage increase works on base damage, not total damage. It would be fairly freaking obvious at level 60 with 300 STR if the 20% bonus damage was working. We would be seeing hundreds more damage per hit in light gear.
Please try to understand what is being discussed and tested before being so quick to tell everyone they are wrong.