![]() The stat has no cap and gets up to +240 per upgrade (+144 for Apprentice weapons). There’s no actual difference between the types of elemental damage, as they have no unique effects and enemies always spawn with random resistances, so it’s mainly just a cosmetic thing. There are three types of elemental damage – electric, fire and poison – and most weapons will have one of the three. Extra elemental damage dealt per hit / shot. The weapon’s base damage is further improved by the Hero Damage stat (explained in-depth later).Įlemental Damage. ![]() This variance is one of the main things that separates the good weapons from the junk. ![]() The stat has no cap, but the amount of damage gained per upgrade varies greatly depending on the individual weapon. The most important stat for any weapon and the one you’ll be upgrading most often. The amount of physical damage dealt per hit / shot. Each weapon also has a base damage value (either melee, ranged or both) and (in most cases) extra elemental damage.īase Damage. Like armor, each weapon can have up to eight passive hero stats. The exceptions are the Jester, who can use any weapon in the game, the Series EV, who can use both Huntress and Apprentice weapons, and the Summoner, who can't use any weapons at all. Each hero class can only use a specific type of weapon – magic staves for Apprentices, ranged weapons for Huntresses, melee weapons for Squires and Barbarians, and (mostly) polearms for Monks.
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