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Mage Gauntlets


Stormwind32

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Playing the game I come across several mage-only gauntlets that offer 10% or 20% extra damage, e.g. Ashen Gloves, Black Hand Gauntlets, Storm Talons....etc.

 

What I am wondering is how the damage gets added. Is it added to the generic bolts of damage done by the staff, or does it affect the spells being cast. For instance will Storm Talons (20% electricity damage) add more damage to the lightning spells, but nothing else? If so is it restricted to targeted spells or will it work for AoE spells in same category?

 

I did a forum search and came up empty. If this has been discussed before a link would be great

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I think I found my answer, so I am posting it for everyone's benefit.

 

I did some field testing using Alistair as a guinea pig and Morrigan with Cone of Cold. With the Polar Gauntlets, she did 71 damage to Alistair. Without them it was 65. That is roughly a 10% increase. Seeing as I configure the tactics to primarily use Sleep/Walking Nightmare, I will eventually equip her with Black Hands as soon as I can get them. On an unrelated note, I found out that 13 is the maximum number of injuries someone can sustain.

 

My next investigation will deal with rings that give added damage bonuses. I was not sure how Dalish Battery (+15% extra electrical damage) works when equipped on a warrior. Does the weapon have to have an electrical rune or shock coating to get the bonus? It doesn't help that the game only displaces rounded numbers for damage. I'll let you guys know what I find.

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  • 1 month later...
I think I found my answer, so I am posting it for everyone's benefit.

 

I did some field testing using Alistair as a guinea pig and Morrigan with Cone of Cold. With the Polar Gauntlets, she did 71 damage to Alistair. Without them it was 65. That is roughly a 10% increase. Seeing as I configure the tactics to primarily use Sleep/Walking Nightmare, I will eventually equip her with Black Hands as soon as I can get them. On an unrelated note, I found out that 13 is the maximum number of injuries someone can sustain.

 

My next investigation will deal with rings that give added damage bonuses. I was not sure how Dalish Battery (+15% extra electrical damage) works when equipped on a warrior. Does the weapon have to have an electrical rune or shock coating to get the bonus? It doesn't help that the game only displaces rounded numbers for damage. I'll let you guys know what I find.

 

To me, from a mathematical standpoint, if an equip says "+X% (type) damage," it must mean that the type of damage that is increased must be present before the increase would take effect. For example, by throwing up a Storm of the Century (which, after casting Tempest with Blizzard still in effect, would turn all the AoE damage into electric damage), you get 3X the normal electric damage associated with Tempest. Now, throw in the increased elemental damage cap (+30%) and see what happens:

 

Buffed SotC damage = (Tempest damage * 3) + .30(Tempest damage * 3)

 

Therefore, Storm of the Century should get some huge damage off of stuff such as the Charged Mitts and the Dalish Battery. However, if you put this stuff on Alistair and he didn't have a Lightning Rune or a Shock Coating on his weapon:

 

Buffed Electric Damage = 0 + .30(0) = 0

 

Therefore, it does absolutely nothing. Now, let's say Alistair's weapon has a Grandmaster Lightning Rune on it:

 

Buffed Electric Damage = 5 + .30(5) = 5 + 1.5 = 6.5 (chances are, this would round down to 6)

 

This is assuming that your buffing equips affect your enchantment damage, but as you can see, not a bunch of difference. Even if you added on a Shock Coating and it would buff it in that manner, it's probably not substantial enough. Therefore, through doing the math, I'd probably stick to keeping the damage-increasing equips to Morrigan (or your own mage, depending on how you spec them).

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