There are many types of character attributes in "The Slormancer", and damage is one of the more important types. It can be divided into four types: skill damage, original damage, weapon damage and elemental damage. This attribute has a great effect, which is the damage that will be referenced by various skills and effects.

What is the use of TheSlormancer damage attribute?
Skill damage, original damage, weapon damage and elemental damage
Skill damage, original damage, weapon damage and elemental damage on the character attribute panel are damages that will be referenced by various skills and effects. The commonly used format is "Creating Min - Maximum Value A certain type of damage (damage coefficient %)". If there is a level growth, it will be marked "Basic Damage Coefficient % + Damage Coefficient Growth % per level".
All numbers that appear in the effect description will not take into account the impact of attack speed, critical strikes and ancestor attacks. These numbers are calculated as
The damage minimum or maximum value caused by a certain effect = (the damage minimum or maximum value of a certain type of reference) × (basic damage coefficient % + damage coefficient growth % × effect level) × [100% + ∑ (the damage bonus of this effect)] × ∏ (1+ the damage rate of this effect is corrected)
Among them, only the Mind Fire and Overload have a damage bonus of % source, that is, the Mind Fire/Overload damage granted by the equipment entry, and they will totally increase damage in the attribute panel and then increase damage; and the common description of "numerical % increase damage" is all in the damage multiplication correction form, and they each perform multiplication to increase damage independently.
Skill damage
Skill damage is generally referenced by the damage effect of attack skills, and its calculation formula is
Skill Damage = Original Damage + Weapon Damage
Original damage
Original damage is counted in skill damage, or is referenced separately by certain triggered attack effects (such as Mind Fire). The calculation formula for the original damage is
Actual original damage = [original damage base value + ∑ (extra original damage added value)]×[100%+∑ (original damage increase bonus)]×∏(1+original damage rate correction %)
The character attribute panel can view the original damage value, as well as the statistics of bonus % and correction %.
The original damage base values of each class vary, and it will gradually grow with the level.
From level 1 to level 60, the original damage base value of the Knight will grow from 16.648-21.08 to 365.8-487.4; the original damage base value of the Hunter will grow from 21.08-29.14 to 545-946; the original damage base value of the Mage will not grow, it is fixed to 4-5.
Weapon damage
Weapon damage comes from Soul Hunting Arms, which will be counted into skill damage, or be referenced separately by certain triggered attack effects (such as Star Punishment (Sword)). The calculation formula is
Actual weapon damage = [Weapon damage base value + ∑ (extra weapon damage added value)]×[100%+ ∑ (weapon increase bonus%)]×∏ (1+weapon damage ratio correction %)
The character attribute panel can view the weapon damage value, as well as the statistics of bonus % and correction %.
Elemental Damage
Elemental damage will be referenced by the damage effects of most spells and triggered spells. The calculation formula for element damage is
Actual element damage = [Elemental damage base value + ∑ (extra element damage added value)]×[100%+∑ (elemental damage increase bonus)]×∏ (1+elemental damage ratio correction %)
The character attribute panel can view the damage value of element, as well as the statistics of bonus % and correction %.
The elemental damage base values of each class vary, and it will gradually grow with the level.
From level 1 to level 60, the basic element damage value of the mage will grow from 24.048-29.064 to 373.8-495.4; the basic element damage value of the other two professions will not grow, they are fixed to 0.
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