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Old 03-22-2009, 01:46 PM  
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Default Melee Mod stat

Two questions about the melee mod stat:

1. The tool tip says it increases melee dmg by X amount. Does that mean all melee attacks are calculated then added upon by X amount? Or is it calculated some other way?

2. Is there any hard or soft cap to this skill? I went from 250 to 480 yesterday and didn't notice much of a difference. 200 dmg isn't a huge amount but added all together you'd think I could notice a difference.

Thanks
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Old 03-22-2009, 02:30 PM  
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Default Re: Melee Mod stat

Quote:
Originally Posted by Elucard View Post
Two questions about the melee mod stat:

1. The tool tip says it increases melee dmg by X amount. Does that mean all melee attacks are calculated then added upon by X amount? Or is it calculated some other way?

2. Is there any hard or soft cap to this skill? I went from 250 to 480 yesterday and didn't notice much of a difference. 200 dmg isn't a huge amount but added all together you'd think I could notice a difference.

Thanks

Melee Mod=+CA Damage. It works the same as spell damage.
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Old 03-22-2009, 04:11 PM  
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Default Re: Melee Mod stat

So then, if its a CA that has 2+ hits to it (like say strikes target with 3 consecutive blows) only the first blow will apply the dmg?

Also is it straight added to the attack? So if I have 400 melee mod and my CA does 300dmg my CA will now do 700?

Lastly, any known caps?
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Old 03-22-2009, 04:16 PM  
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Default Re: Melee Mod stat

I just went and tested something. with 475 melee mod, I used a lvl 6 CA that does 11-13 dmg. It did non crit 13 dmg. So the 475 melee mod was not calculated.

Then I used a lvl 71 CA which should the tool tip says 861 - 1053. It landed for non crit 889.

All of that was on grey heroic mobs. So wheres my melee crit or does it not work on greys? if its suposed to work on greys, doesn't look like its working at all.
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Old 03-22-2009, 04:17 PM  
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Default Re: Melee Mod stat

Caps at 50%. So in your example it would only do 450. It only adds to the first hit of a dot. I'm not sure what it does for items that just have multiple hits all at once. Logic tells me that since the lazy way to program would be to only have it apply to the first hit, that's probably what it does.
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Old 03-22-2009, 04:18 PM  
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Default Re: Melee Mod stat

Melee crit or melee mod?
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Old 03-22-2009, 04:19 PM  
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Default Re: Melee Mod stat

Quote:
Originally Posted by Elucard View Post
So then, if its a CA that has 2+ hits to it (like say strikes target with 3 consecutive blows) only the first blow will apply the dmg?

Also is it straight added to the attack? So if I have 400 melee mod and my CA does 300dmg my CA will now do 700?

Lastly, any known caps?
Cap is half of the total BASE dmg of any given CA, so its different for every CA. If it is a dot, you add all the ticks together, then divide in half, and it is then applied to only the first tick. I believe AE's have some sort of division applied as well, up to 5? I kinda forget how that works lol!

Remember its BASE damage, to find out what your base dmg is, you have to make sure you have no +CA dmg and look at your CA's. Most people consider "soft cap" to be half of the least-damaging CA you have, hard cap of course being half of your hardest hitting CA.
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Old 03-22-2009, 08:14 PM  
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Default Re: Melee Mod stat

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Originally Posted by Malachani View Post
Cap is half of the total BASE dmg of any given CA, so its different for every CA. If it is a dot, you add all the ticks together, then divide in half, and it is then applied to only the first tick. I believe AE's have some sort of division applied as well, up to 5? I kinda forget how that works lol!

Remember its BASE damage, to find out what your base dmg is, you have to make sure you have no +CA dmg and look at your CA's. Most people consider "soft cap" to be half of the least-damaging CA you have, hard cap of course being half of your hardest hitting CA.
Thanks for the info Malachani, that's what I was looking to know!
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