It is too damn hard and confusing to figure out if an item i got is an upgrade compared to my current one. When i upgrade my weapon i might gain say +stun but lose +close but the base damage is very similar.
Its hard for me to figure out if the swap is a good swap. I would have to whip out my calculator and do some old school calculus to figure this out and then do some averages calculation to see if i should accept the loss in +close in favor of the +stun. Or any other damage stats that i gain vs lose.
I strongly believe this system is bit too confusing to a someone who is not an arpg player.
At level 66 or so i have allready started to see my damage getting weaker and weaker on wt4 and the way this games shows me damage numbers with all these x% and +% makes everything even harder.
For instance i stun alot so weapon had +80% more damage to stunned enemies and the base damage was higher too. I thought great decent upgrade. In reality I saw zero difference in the damage while playing the game. The game felt as hard as it was before.
3 Likes
I am horrible at math but IMO this system is pretty easy compared to other games like this. Or at least easy enough that I at least can sort of wing it and don’t feel like I am screwing up too bad. I just save old gear if I am not 100% sure what I am switching to is an upgrade. IDK I am a Necro though and it is pretty straightforward. Maybe less obvious for other classes.
Don’t worry so much about things that are conditional damage.
You want these things:
Main Stat (dex, str, int, depends on your class)
Vulnerable Damage
Critical strike chance
Additional levels to your damaging skill.
Then you want to apply vulnerable somehow.
This applies to every build in the game.
If a weapon has less damage, it’s probably worse. If it’s close, dont waste your time switching.
5 Likes
Not all classes need vulnerable to be competitive just fyi.
Indeed. I had a whopping almost +100% damage to Injured with the bulk of it coming from my staff (68%), and I didn’t focus on Vulnerable at all.
As soon as every boss got down to ~40% health they practically started melting as if I was whacking them with Static Field.
Yes they do. It multiplies all other damage. No reason to not get it.
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Should i just unequip everything other than the piece i am thinking of swapping and then do the comparison. Going through all my skills and see if the damage bracket goes up? Is this the way to do it?
Edit: never mind it doesnt show the conditional damage anyhoo
But it has a low modifier when you start to stack vulnerable because it’s based off the base value of 20% where on the other hand, conditional modifiers are a flat multiplier of up to 81% (example) for certain items.
It is very, very build dependant, I would take a flat conditional multiple.
For example, you are better off having the ability to apply vulnerability through a skill or action and that’s it, then stack conditional modifiers and not stack vulnerability modifiers because the damage increase will be low compared to the conditional mods.
But, its not required, its nice, but if stuff is dying easily, not required.
It also helps to activate the detailed comparison in the options menu - if you have not already.
Than follow seeders post. It is a blueprint for any class and any build in the game. Lazy? Yes. But that’s what we got.
Once you got items in the range around GS800-820 that are good to go you have basically finished the game. That can happen in the 60s in T4.
The basics are really simple: if the big damage number on weapons at the top shows up as green, then it’s an update, otherwise it’s not.
That’s why everything is based upon weapon damage, to make things really easy. Also, don’t play on anything higher than WT1 when you first start playing the game. Just relax and enjoy.
Reading and comparing the stats on any item, is advanced and leans into mastery, which is difficult.
When you try to master stuff, I recommend not throwing away your old gear and doing a field test in a dungeon you know and are proficient in with the new gear, then you can “feel” if the new gear is better or look at the floating damage numbers and see if they increase when that’s more your thing.
If you’re more of an Excel type of guy, I’d guess you could also go to a website such as Maxroll and use their D4 planner, make a set and put in all the numbers you currently have. Then duplicate that set and put in all the numbers of the new gear, and look at the red and green number differences on the right when you switch between the old and new set.
Do any of the enemies in the game have weaknesess to certain elements or conditional damages?
All of them do.
Any elemental, physical or positional based situation can be taken advantage of with conditional modifiers.
Question Seeders,
I have a pulverizer druid, so this applies to overall stat as a class?
I should stack mainly mainstat
Vul dmg %+
Crit chance
and don’t really focus much on other things?
Because I crowd control at every ability I’ve been focusing on “increase dmg to CC enemies/slowed enemies”
Thank you for taking your time to read this if you read this 
More over, you can’t understand if it is an upgrade until you fully upgrade it at merchant, especially for 720+ p items
Does upgrades go up in item power randomly or is there a certain amount it goes up every upgra ie 5 or 10 points in item power or level
The formula is something like:
Weapon damage × skill damage multiplier (more with higher skill level) × Main Stat Increase × crit damage (if crit) × vulnerable damage (if vulnerable) × (conditional damage A + conditional damage B + … + conditional damage X)
So your damage to stunned enemies works, but it just gets added to all the other conditions you have.
Vulnerable damage will multiply everything on the other hand.
1 Like
It has tool tips. Like, this is dumb levels of easy to figure out.
+Dmg to close or +dmg to stunned.
Do you fight at melee range? Do you stun enemies? If yes to both, you want both, or the one with the higher number, if no to one, you want the other, and if no to both, you want neither.
These aren’t even ARPG stats. This is generic RPG stuff. It’s not a test of an ARPG gamer, it’s a rudimentary cognitive function test.
Yeah none of the damage modifiers apply to your damage numbers in your stats list unless it directly changes your base skill like STR for instance.
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As a casual I would recommend the following. Try to get stats like those that would apply to your play style. IE if you are in mobs go for close. If you use a stun go for stun etc. Don’t worry about it a ton though. +Base Stats like STR for barb etc are always more important and Legendary aspects that over power or augment your skills are critical. Other wise if it is like for like take whatever weapon will increase your your attack power rating AS LONG AS that does not compromise or remove an aspect that is augmenting a skill UNLESS the increase in damage is more significant than the aspect can provide for the skill. But for me for example… Losing a damage on my ground stomp is not worth extra DPS on my main if that aspect is on my main. Just for example. That’s how I played so far through 56.
very good to know!
In the end it’ll be beneficial to stack
mainstat
vulnerable dmg
Crit chance
over the other stats basically.