Dos2 damage formula S'broke. its earth and poison dmg type packed in one school and naturally has more dmg skills than other schools, especially important in fort joy; 3. Tanks just suck). Is there a formula with all these elements (and any I have forgotten), so I can see more easily how Warfare increases all physical damage a character deals. Healing damage on undead also counts as physical, which is nice for a Necromancer since skeletons don't bleed. ). atk * 4 - b. What this mod does is clean and simple, it applies damage reduction based on a simple formula: Where the effectiveness is the effectiveness of a type of armor vs the incoming damage type (Armour is effective versus Physical damage (1. My Knight has 101% crit rate with 280% crit damage, hitting normal melee attacks for 14k anything with source is about 50k, but that's if u build it like mine =P, in 1 turn i get 10 ap and my aoe hits for 14k on every target. Warfare increases all physical damage you do. #14. Why such a discrepancy? Both characters have zero Pyrokinetic. Sorry for the noob question, I started playing recently. incorrectly (unless it's like an obvious DOS2 Help So Im doing a lonewold playthrough with a friend of mine. Physical armor damage doesn’t count as physical damage for scaling purposes. Quick way to find out warfare is the best skill to pump for DPS for ranged physical damage dealers too. The next easiest one would intelligence mage. So you lose out on a little bit of physical damage, but gain way more magic damage. Macros for damage formula . Every skill tree has the potential to deal either physical or magic damage with a little effort and planning. The misc bonus is additive with attribute and weapon skill bonuses for weapon-based attacks, but it is a standalone multiplier in the damage formula for spells. Critical Chance doesn't matter as you will have PLENTY with gear, Wits, Clear Mind or Enrage. Very few spells use warfare to boost damage. The formula is out there if you want it, but the short version is that Warfare is the best choice for any Physical damage build, with the way the math works out. So yes, both are turn-based, but even with that similarity , the way combat plays out is ultimately different, outside The damage formula was not changed in DE. Then people make some "well rounded" builds and parties which end up too thin and lose to the multiplicative dmg formula of DoS2. Warfare is a Combat Ability that provides the following effect: I've done a little testing and it looks like an example of a portion of the damage formula is base*(1+0. A formula is simply a recipe for an enchantment or potion. If you invest 3 points into intelligence, your total damage would be 100 (base damage) * 1. as much points spent on incresing finesse / weapon dmg as possible); 2) your character has to minimize the use of damage skills that are incapable of utilizing daggers' backstab crits and 3) you have to be able to stay alive If you decide to use daggers, go straight for scoundrel, as you should be critting pretty much constantly, so the multiplier is a much bigger overall damage boost. Tp > explode > raise corpse + supercharge = 5ap and tons of aoe damage DOS2 - Earthquake - Max Damage . However, I'm in a fight right now and a regular ol' silent watcher (also lvl 13) with only 28 strength and only 5 warfare (no two handed) easily doubles my damage. Huntsman last even if also always on higher ground. When thinking about the right Team Composition, you either want to go all-in on Magic Damage or You think you need to cover all the armor/damage types/whatever. Tp also deals damage while position your corpse at the same time. Is it possible to change the element of a wand by combining items or anything of the sort? This thread has more info on the damage formula. They are additive with Attributes and Weapon Type for basic attacks and any skill that scales off of weapon Everyone is enjoying DOS2, but I'm still playing through the first one. 05warfare level) x (Crit + highground bonus) RANGED is worst ability you can invest as Ranger. DOS 2 Warfare Ability Effect. Contribute to aeschriefer/dos2 development by creating an account on GitHub. If you're uncomfortable going much further than a. Each skill gives bonuses. DOS2 also emphasises crowd control and combat snowballs. Hope that helps! Reply reply Elemental arrows are easily obtainable starting act 2 onwards, and they automatically convert your physical basic attack damage into elemental damage. - Focus-Mods/CustomDamageTypes Anyone got a confirmed/tested damage formula for attacks/abilities? DOS2 Help Being a min-maxer at heart, I'm curious about the formula used to calculate the damage my Huntmans deals. This formula works, as I can compare it directly in-game with my own Shadowblade. The wiki says only Damage may be reduced by mob DR, foritification, which in turn may be got around by things like metalline and armour piercing. Avg Damage = 100*(1-(0+C')) + 100 * 2 * (0+C') Avg Damage = 100 - 100C' + 200 * C' Avg Damage = 100 + 100C' An enchanter is a person that can enchant weapons, armour, and jewelry with magical auras and buffs. . The way game works is Weapon damage x (1+ 0. dmg/AP ratio is very good for poison types (55%/1AP contaminate vs R scripts for optimizing divinity original sin 2. 95 (the damage range of Discussion of the damage equation in Divinity Original Sin 2. Old. So if we think about that way in DOS2 it would be like for example; Fireball: 540-620 damage and inflicts burning for X (it should be calculated by a formula depending on intelligence, level and pyro level Hi, so I'm level 13 with a 2her and 31 strength. DOS2 Help Running a pyro/geo wizard and had a few questions regarding wands. The misc bonus is additive with attribute and weapon skill Thus, you have 3 main points to base your build around: 1) your character must have their damage output maxed out (i. Attribute bonus is either INT, FIN, or STR. 1 Results are a Level 18 character is doing (18 -1) * 20 * 0. Dual wielding is not double damage because your off-hand weapon only does 50% damage. BG3 does have this although it's slightly less emphasized. The 2her does 29-35 physical damage and 5-6 water. What I figured out is that damage is 100% based on attacker's level. This means that a +99% Death Wish bonus will nearly double the It's because of where the two stats are in the damage equation. Skill-based skills are stronger than weapon-based skills due to the way the damage formula works: Percentage based damage [DOS2] Questions about wands and some stats in general . Right now I have a Summoner/Aerouthage(Loshe), Warrior(Red-Prince), Rogue(Sebile) and Pyro/Geo Mage(Fane). The formula is something like this: ((Weapon damage x (1 + attribute bonus + weapon skill bonus) x (1 + warfare bonus)) x (1 + (crit bonus x crit %)) Cleave damage does a reduced amount of damage around the central target. Sep 11, 2019 @ 2:09pm Even without the Warfare scaling, it’ll deal enough damage to be useful if you need You then input '@scale. Over the entire game your attribute Originally posted in some other thread, but thought it might be useful for the general discussion. Every fight is interesting cause I have to put alot of cc on enemies to prevent them freezing or stunning me and to avoid damage. Malchezzar's DOS2 Mods. Testing out during different saves, with different abilities, attributes and weapons. It's for that reason that 2-Handed weapons are pretty much universally regarded as better for warriors. DOS2 ruined all CRPGs for me. Open comment sort options. So putting points into TH has diminishing returns percentually if you are already invested into strength a lot (which i guess you have). Since stats are the easiest to get, this is the worst place to put anything but stats. Every character has options for mixed damage. 05 * elemental ability level) * (1 + crit multiplier The damage of a level 3-5 elemental explosion + surface damage would need to be ~10-15 damage to be as strong as a crossbow. If standing on higher ground, there will be an additional green circle extending a few meters extra. Chaoslink. This is then multiplied by your opponent's physical resistance (check the wiki for how this is calculated) minus any blocks from shields or kraken shell for the final damage. 5 x 1. So, any [DOS2] Noob question: when a skill's damage is "based on your level" does it mean the character's level or the skill's level? Pretty much the title. It's not really a bug but rather an Huntsman damage being tied to height makes it very easy to negate. And note also that misc bonuses form a separate multiplier for spells while they too are additive for weapons. Then ranged and polymorph (with finesse investment) is equal. So, the damage formula would look something like this: Total Damage = Base*WarfareBonus*HighgroundBonus*(1+AttributeBonus+WeaponBonus) Balance matters in single player as much as in multiplayer, it's really just a difference in what you prioritize in that balance. Inflicts damage when successfully hitting an enemy with an item with their equipped weapon, while unarmed or any skill used. So any character can fit into a mixed party if you know how to use the tools available to you. Enter your weapons and your gear and minimum wanted values and the calculation will take this into account. DOS2 Feedback on this poison melee build unlike sparks it's designed to be a small addition to your normal attack. 15 (int bonus) * 1. And since dos2's mechanics can be strange, you might not be able to teleport an enemy that will be within the 1m radius. Or are you referencing the formula for the Scaling Your Damage. A DOS2 party team comp heuristic is a single damage type, physical or magic, is generally superior. It is important to note that if the NPC has already Warfare increases only physical damage and nothing else, but Scoundrel increases ALL damage. So while it is true that warfare In dos2, the crocodiles kicked my ass along with the beach cannibal, even though I was more familiar with the genre by then. I'm trying to figure out the formula for how bleeding (burning and poison later on) damage works. Pyro increases all [Fire] damage you do. gatlin-damage' into the formula area. Damage formulas are extremely powerful tools that can let you create complex abilities. Formula is this: Base damage * (1 + 0. DOS2 Discussion I’ve heard a lot of recommendations for a 2-2 split between the party. Q&A. So here goes. Death Wish is a "misc" bonus, which figures differently into the damage formulas for weapon-based attacks and spells. These skills do magic damage and scale with strength. No one has proven how it works yet, and clearly this information is wrong as you can test it in game and see a 200+100 = 300 system isnt how it I'm waiting for PS5 version but dos2 was simple once you realize you just have to stack all one damage type and min max stats. They also sometimes get added bonus damage to enemies on lower ground. New. 05 and 0. The wet status which goes through magic armor help with -20% red but pyrokinesis has it even worse with burning or warm not going through armor. Physical damage on a int character is negelectable, when I ran a sparks mage DWing strength weapons, the physical part of a hit is like 200 compared to a 1000+ with ranger/two hander companion, maxing warfare will only add 50% DOS2 is a great game of course, and is trying to deviate from the usual % based chance of inflicting debuffs which is annoying, but the split armor system feels like something that will age badly The damage formula is (1 + warfare bonus) × (1 + crit bonus + high ground bonus) × (1 + pretty much all other bonuses) DOS2 gained momentum over time while changing. 05(Fin + Ranged level)) x (1+0. In general your damage from a crit is given by: Damage = (Base Damage)*(1+Elemental Bonus%)*(1+Attribute Bonus%+Weapon Skill Bonus%+Misc Bonuses%)*(1+High Ground Bonus% + Crit Bonus%) The other half of the equation is the fact that there is no resist to physical damage. Magic armor damage and piercing damage also do not scale with any combat skills. Each point in ranged increases damage by 5% and 1% crit chance. Other buffs At level 16, the BaseLevelDamage is 92. Points in Pyro increase all fire damage, including from weapons (like fire staffs/wands or melee weapons that have a bit of fire damage in addition to physical damage or anything you're getting from a flame rune on a weapon). That said, really do wish Warfare wasn't the choice for all physical damage characters. I only have my in game damage to base this observation on. There is no craftable scroll recipe for this skill; Thick of the Fight is a "misc" bonus, which figures differently into the damage formulas for weapon-based attacks and spells. Now I got a lvl 6 rogue with some magic abilities (for cc, debuffs and buffs, no direct damage). It's basic, but certainly useful. Its probably the most boring and braindead way to build your character, since all you are doing is casting 2 spells over and over and killing the whole encounter on your first turn most of the The commonly agreed damage formula is as follow: Damage = (Base Damage) x (1 + Elemental Bonus%) x (1 + Attribute Bonus% + Weapon Skill Bonus% + Misc Bonuses%) x (1 + High Ground Bonus% + Crit Bonus%) Funnily enough, Warfare skill increases physical damage, which counts as an elemental damage (physical damage is considered elemental for some 30%dmg from TH vs 45% dmg from TH had an increase of raw damage of only 5% [362 vs 382] TH increased damage is additive with strength scaling, whereas warfare damage is seperate afaik. its source upgrade can really do the job, mass corpse explosion will deal INSANE amount of damage since there are not limit to how many corpses you can blow up with only one cast Last edited by Elikir; Sep 11, 2019 @ 1:23pm #1. 05(Warfare)). I'm just wondering how damage is calculated because I've also got 4 Two handed and 4 warfare. 05(STR-10)+0. Best. 1 = 34. The reason why in these games DoT damage is so fun and balanced is because every single skill, weapon, attack etc. I wanted to adjust the damage calculation of my eldritch blast spell to add the character's charisma modifier, but didn't really know how. I actually find DOS2 to be less open because there's a more distinct line between builds that are very strong and builds that plain suck (e. Shields are often recommended for mages because they don't impact their damage nearly as much as a warrior's. 18 items. Oct 7, 2017 @ 3:11am 1h melee does very little damage, so do hunter (without warfare) and scoundrel (without warfare) that are basically garbade. Warfare: venom coating, sparking swing, and master of sparks are all great supplements. Although the actual combat formula is unknown at this moment, it is already known that weapon tree skills and attributes are additive in their bonuses, while skill trees and high-ground are of multiplicative nature. several perks: 1. Damage dealing spells only has Intelligence and the school of magic itself. now with what you're saying yeah, you could CHOOSE to consider the base damage of 180 as your real base and say that 5 damage is a 2. If you think the available information is totally unacceptable, extract the files and start writing. 5 so you multiply it by 0. Pick up some Necromancy skills and now you have access to both physical and magical damage. Level up your Gems by using a higher level Uncut Skill Gem on That's the formula I use to always get the damage and tested in both GM mode and story mode. Misc bonus is things like Death Wish or Flesh Adding Fire Damage to Weapons DOS2 Discussion Share Add a Comment. Funny thing is, they did this to give elemental casters some benefit in scaling when compared physical weapon attackers, who don't have to worry about resists - this kind of works as intended but the side-effect is that necromancer is even more Damage calculation in D:OS2 is a multiplication of factors. Answered Hey, I am new to foundry and I wanted to setup a dnd5e adventure. The Abilities mentioned above scale better in the damage formula than your Attribute points. Skill wise outside of the Standard Warfare skills, you”ll want Medusa Head, Oily Blob and Flay Skin. Additional tutorial credits: @TheoAllen, for converting MV/Z formulas to Ace. Is there a math formula where I could, with the crit chance increase of a point, the crit damage bonus and the flat damage increase of a point, which one is more beneficial? divinity-original-sin-2; Share. Archers are the most versatile damage dealers in DOS2 thanks to their ability to utilize several special crafted arrows. Physical damage is boosted by three stats: strength or finess, warfare and one of the three weapon skills: one-handed, two-handed or ranged. DOS2 is more tactical because of all the surface and terrain mechanics. That's because of the formula used for damage calculation. And about bloated corpse can move so you don't need positioning is maybe not the best argument. 05(Two-Handed))*(1+0. Ok they can use sky shot and then after that the 10 points in huntsman give them 0% extra damage. Weapon Levels are in the same part of the equation as your Attribute Stats (Int, Fin, Str). I’m having trouble getting the party to synergize well. 0), but only half effective versus Piercing damage (0. Followed by scoundrel with significant crit chance. The formula for these values is (Level - 1) * Variable * 0. I also end up getting over 10k armor from challenging someone and Another thing to know about making INT-scaling spells work without much INT investment is that miscellaneous damage bonuses are their own separate multiplier in the spell damage formula (but not in the weapon attack damage formula). Equipping another Knife however raises the base damage to 15. This guide is meant to provide information on how to use these various crafted arrows, detail ways to obtain and craft different arrow types, as well as offer a basic outline for a couple elemental archer builds for you to use for inspiration or to alter to fit your own needs. These statistics are determined by your character’s base statistics. As such, increasing the 5% damage from Warfare is a bigger % increase in the equation than increasing the 5% damage in the Weapon area. Sort by: Best. 05 * (attribute + weapon ability)) * (1 + 0. This requires a bit of understanding of the formula for damage. Pyroclastic eruption is Warfare aside, I think physical damage itself needs a rethink, perhaps even a nerf. Piercing is a little weird though, because the most common sources of piercing damage are Sawtooth Knife and Marksman’s Fang, which convert fully-scaled weapon damage into piercing damage. For dual wielding it is the main hand weapon + 50% of the off hand weapon. These numbers exclude bonuses from warfare & finesse, so these are the minimum numbers for an archer with finesse 10, warfare 0. I didn't bother with formulas for this. Let's say you're level 1 and have no int bonus or skill bonus yet, and the base spell damage is 100. DOS2 Discussion Approximately how much damage can earthquake do per enemy for a lvl 20 fully specced, optimized equipment, and short-term buffs (flesh sacrifice, peace of mind) character do? But the damage percentages are listed on the wiki, and aero is far stronger for the most part. hmm does anyone know how Corpse Explosion calculate its damage? Unlikely to be intelligence because my warrior with 12 int does higher damage with it than a mage with 35 int (350+ vs 290+ damage to same target) The mage also had higher necromancy and because it does physical damage, pyrokinetic shouldnt have affected. So i've been wondering, how many levels i should invest into Dualwield to maximize my citical damage output. There are 3 groups of numbers that are multiplied togeather, as follows: 1: Stats & dual wield / single handed / ranged. Top. have their own DoT value. So if your weapon says cleave on it yo should see a related marker on the target you choose to attack, it'll come out like a cone and do whatever percentage of the original damage to anything inside that cone. This is using a Two-Handed "grey" weapon with no stats. Controversial. The parallels are now included in the intro post. More posts you may like Related Divinity: Original Sin Role-playing video game Gaming forward back. All phys or magic parties are more straightforward for beginners, sure. Fextralife still has plenty of information to make solid builds. everything gets 1 shot by me on tactian difficulty. I did my maths and came up with this: Don't max scoundrel early on if you don't need it for unlocking certain skills! The maths part: Damage resulting from Dual Wielding level: baseDmg + baseDmg * (dwLevel*5/100) Crit Multiplier from Scoundrel Run wand and shield with shield throw for bonus physical damage. If you have 10 points in Warfare (50% damage buff), 15 Finesse (25% damage buff) and 5 Dual Wielding (25% damage buff) then on a melee non crit you do Base Damage x 1. e. This should show you how to do as much damage as possible in this game with the least stat inve Damage calculation in D:OS2 is a multiplication of factors. But actually the mechanics of the game reward immensely for specialization. 3/4 of BG3. So, it'd be Two-Handed, Pyro, and an Attribute, but I don't know which one. Knowing the slot variance you could probably roll something like 13ish% crit there instead of 7-8% weapon damage and that would net you The best Team Composition will leave you with a satisfying victory and party members that you will never want to give up. We currently do not know how WH damage formula works, consider monsters have a range of resistance like yokai said, we need numbers. After browsing other items I found a "@mod" macro, which made the calculation work. I've heard mentions of warfare being multiplicative with high-ground bonus while others are not etc. Custom Damage Types is a framework for adding new abilities and resistances to DOS2. Pretty sure that corpse explosion will deal more damage because it also scales with intelligence. Your intuition is right. A community for players of the Pokemon Trading Card Game to show off Replicating this test with the same dude and same weapon by adding 10 points in Two-Handed only increases damage from 190 to 228 giving only a 20% damage boost for 10 points invested. Apply resistance to final damage. You can put more points into Polymorph to increase your Strength to buff your polymorph skills, but it's only roughly half as big of a damage increase as the respective Ability (despite both saying "+5% damage"). The issue is that due to the damage formula differing between weapon and spell attacks, spellcasters get priority on that shield. All you need do is speak to them while having a formula in your inventory. You'd have to check to see what attribute the weapon scales with, likely Str or Int. g. 9 (the damage multiplier of Electric Discharge), you get 83. This doesn't seem to explain why (at least in my test with 57 int and 15 Aero), removing 2 Int was approximately the same damage reduction as removing 1 Aero. Reply reply More replies More replies. The School stats are in their own section. Also due to that formula, having better base damage on a random rolled twohander is probably But another character that has 27 Strength is able to deal 63-78 damage from a Fire Arrow, with a tool tip saying damage has a bonus from Strength. druid. NPC Armor Growth for both Armor values are 15 while damage is 20. pre-battle rain + contaminate is 1AP affinity with a 55% AOE and heals fane; 2. 2 members focus on physical damage and 2 focus on magic damage. 25 and you multiply it by 1. Scoundrel is going to increase that sweet sweet crit multiplier but dual wielding will increase base damage, so high levels of scoundrel with high crit will lead to much more damage but you need a high base damage to capitalize on this. Base Damage: Most attacks deal damage based on the damage of your weapon, with some exceptions such as Shockwave Totem which uses its own weapon. Even just maxing out The damage boost is 10% per all nearby characters, this includes yourself, enemies, summons, and totems. Ideal class for mixed damage party. More points in Necro increase the lifegain from the damage you deal. You are a ranged character so you can use highgroung damage bonus. DOS2 Help Each point in warfare increases physical damage by 5%. You still cast full-power spells regardless We are currently testing the following formula: Damage = basedamage * ((((Attk / Defense ) -1)/Factor) + 1) What this formula does is to set a "floor" for the amount total decrease on the actual damage, so if the factor is 2, it doesn't matter if the attack value is 0, you will at minimum always deal 1-(1/F) total damage. Damage is one of the Attributes in Divinity Original Sin 2 (DOS 2). 5 You get 2 attribute points per level up but only 1 combat ability point. The pyro skill damage can fall off, but you can split 2warfare/1pyro and still keep pace dual-wielding The Illuminator (10% crit, 50% Necrofire which This app helps you to optimize your weapon damage in Divinity Original Sin II. It's sort of boring to know that no matter what physical weapon you choose warfare is just gonna be your best choice save for two-handed crit characters I guess. Base value 50 + 34 = 84 This means for melee damage dealers, the critical damage bonus can be regarded as a separate multiplier. Hes playing a metamorph dagger wielder atm, while Im playing an artillery pyro/geo wizard with splashes into a few other schools for utility spells. highly recommend geo to start it off. In combat, you will see a yellow circle around your character, showing his/her normal range for attacks. . It is base * (1 + attribute bonus + misc bonus) * (1 + high ground bonus + crit bonus) * (elemental bonus) Base is weapon/spell damage. Prester. I don't know if there's a way to apply that for multi-classing, but that's a 5-minute build that will roll the appropriate amount of dice at the level indicated. Though Warfare skills still work. From then on it is available from their dialog menu. 7% increase over 180, but that's a dishonest, and be still less than 5% crit. Get the maximum weapon damage out of your gear! Spend your skill and attribute points manually or let the app choose the best setup for your selected character and weapons. The formula will disappear and the NPC will learn the recipe. r/PokemonTCG. Reply reply icandoMATHs It's basic, but certainly useful. def * 2 for your damage formulas, this is the guide for you. There is no specific dialog tree in which you offer formulas to an enchanter or alchemist. They can be The commonly referenced damage formula in DOS2 is the result of this user's work, though the full version we know by now is Damage = (Base Damage) x (1 + Elemental Bonus%) x (1 + Attacking from High Ground? Backstab? We found the following formula : Damage = Base_Damage * (Attribute + Weapon_modifier + Other_buffs) * Ability * (Crit_modifier + Hunstman) Not that weapon modifier only applies to weapon and "weapon skills". I have a general sense that crits are very significant for overall damage, and obviously maximising everything is good. 2 hander melee is an exception, because it also contributes The damage you deal is your damage (base damage plus damage from your base stat) plus any damage from items. I use full list of debuffing spells that I didnt use in previous games (when I got a tank) like curse, slow etc. I wrote this because there seemed to be some I -THINK- the way it works is that damage = base skill damage * skill bonus * stat bonus. Spells (and a handful of attacks) on the other hand deal damage based on the level of the corresponding skill gem. It seems that Adam may have the right of it, and that the penalty is only applied to the off-hand weapon. DOS2 Guide Hi all! The steam sale is underway and there has been an uptick of build and difficulty related posts. Top 1% Rank by size . The following people are enchanters: Dreavan – Broken Valley Radcliff – Battle Tower, speciality is weapon enchantments Wesson – Battle Tower, speciality is armour enchantments Bedwyr – Phoenix Inn (Aleroth), during the events of Divinity II: Flames of Vengeance only Correct, still no Warfare. The tooltips never mention % of damage in comparison to your base attack, some infos I believe the formula is (1-dodge)*accuracy, and then the damage calculation uses a host of stats from the weapon, spell, gear, etc. 5) etc. DOS2 Guide Just so all people know. It is a prime candidate for an iffy wiki. Players on higher ground have greater range & visibility. which i love, but a case of a company improving on its formula with every new product they put out. I think a very good example why people are more captivated to playing BG3 than DOS2 IS the Even aerotheurgy can output similar amounts of raw damage but it will mostly be mitigated or nulled because almost everything has resists of some sort after act 2. If you have 10 points in Warfare (50% damage buff), 15 Finesse (25% damage buff) and 5 Dual Wielding (25% On a naked unspecced dude with 40 strength, adding 10 points in Warfare increases a weapon's min damage from 190 to 285, which tracks correctly to be the 50% damage boost Is there a math formula where I could, with the crit chance increase of a point, the crit damage bonus and the flat damage increase of a point, which one is more beneficial? D = Flesh Sacrifice, Thick of the Fight and Death Wish are additive with each other. 00 (skill bonus), or 115 damage. Does anyone have the full formula for A) A normal auto attack Look up dos2 damage formula, that's your one stop answer to any minmaxing problems. jewln kvzpquwe lug uafi wtpxr qhltb cyge vxi zejaoji esuqxz