Legend breakpoints v8.07 /// SUPPORT STOPPED SINCE 10.11.2018, or 1.2 live patch.
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Intro
Game mechanics & info:
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If you've reached 595-600 hero power in your inventory, and play on Legend,
How "power vs" and power talents increase damage
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then this guide / list is for you.
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Damage buffing from properties and talents can be represented as:
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Item properties that directly buff your damage:
Resulting_damage = Unbuffed_damage x [the sum of same power type] x [the sum of same power type] x etc.
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+5-10% power vs chaos / skaven (race distinction),
For example:
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+5-10% power vs infantry / armoured / berserkers / monsters (armor category distinction).
With +8% chaos, +7% chaos, +9% infantry, +15% power talent, your damage against chaos infantry:
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Resulting_damage = Unbuffed_damage x (1.08 + 0.07) x 1.09 x 1.15
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On a charm or ranged weapon, you can roll any combination of these properties, with exceptions:
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1) no duplicates (like two "power vs infantry" on an item); 2) a ranged weapon can't have "vs chaos" + "vs skaven".
After that, the Resulting_damage gets rounded to the nearest quarter.
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A melee weapon is limited to one "power vs" property, and it can only be "power vs race".
For example:
value within [6.125 ; 6.249] rounds to 6.25.
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value within [6.001 ; 6.124] rounds to 6.00.
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The benefit of having +% more damage is clear for high health targets (mini-bosses or Chaos Warriors).
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For core, elite and special enemies it's more complicated. The damage buffs allow you:
Then it's ready to be applied to enemies.
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1) to kill an enemy with less swings (actions)
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2) to kill an enemy faster
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3) to kill an enemy easier (like not requiring to hit the head)
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Next tabs show with what power buffs you'll be past damage breakpoints.
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Enemy info
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Besides a numerical Health stat, every enemy have a Race, and Armor Type.
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Notes on the list
There are 5 Armor Types:
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- Infantry
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For Ranged weapons its assumed that you're closer to the target than the damage drop-off start (if not stated otherwise).
- Armoured
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- Monsters
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- Berserkers
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Power requirement for a breakpoint is shown as a single damage multiplier (unless career power is included).
- Super Armor* (for example Chaos Warrior)
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With melee weapon + charm, the maximum power buff you can get from item properties is x1.32 (or +32%)
*power vs armoured property increases damage against both Armoured, and Super Armor.
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- that is achieved by 20% vs race, and 10% vs armor category (1.2 x 1.1 = 1.32).
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For a quick overview of enemy health, their race and armor categories, check the last tab called [template].
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With ranged weapon + charm, the maximum power buff you can get from item properties is x1.44 (or +44%)
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- that is achieved by 20% vs race, and 20% vs armor category (1.2 x 1.2 = 1.44).
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The calculations were made with 600.0 hero-power attacks. Yes, hero-power have fractions, that you can't
How the melee cleave is calculated
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see in inventory. For example: four 300 items and one 299 item result in 599.8 heropower (on 30 lvl char).
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For breakpoint calculation, targeted damage value is: rounded value needed, minus 0.125.
Two main elements here:
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Thus, if you want the lists to be 100% accurate, be at 600.0 heropower.
1) Each enemy have a mass.
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With 597-599 heropower char, for a very rough estimate of requirements add 0.5% to the requirements listed.
For example, legend slaverat have 2 mass, legend fanatic have 2.5 mass.
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2) Each melee attack have two things: mass limit for stagger, and mass limit for damage.
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In case of 2h hammer charged attack: 22.625 for stagger, 5.656 for damage (600 heropower).
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There are exceptions like shield charged bash, or flamesword slap attack - they don't "cleave", they hit with AoE.
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Terminology & legend:
Mass and Mass limit values don't get rounded for calculations.
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inf = infantry armor category (code 1)
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Light = attack made by left mouse click
When your attack meets an enemy, first, enemy's mass value subtracts from your:
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Light 3 = the third light attack in the combo sequence
- mass limit for stagger
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Charged = attack made by holding left mouse button
- mass limit for damage
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Charged (ranged) = attack made by holding right mouse button
Each enemy you hit does that.
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Push atk = attack made by holding block, then pressing&holding left mouse button
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General rules:
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fanatic = chaos horde enemy
When the resulting mass limit for stagger is ≤ 0, then all enemies hit afterwards won't recieve any stagger.
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marauder = chaos core enemy
When the resulting mass limit for damage is ≤ 0, then all enemies hit afterwards won't recieve any damage.
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Mauler = chaos elite with 2h axe
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savage = chaos berserker
For example, charged 2h hammer swing will hit 10 fanatics for stagger, and only first 3 of them for damage.
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blight = chaos sorcerer that summons vortex
If an attack have a higher mass limit for damage than stagger, then the same idea happens, only in reverse.
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Light
- hit to the body
Light
- hit to the head
Enemies immune to cleave: those with Armoured, Super Armoured, Monsters armor category, and Maulers.
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Charged flail and charged 2h sword are the only attacks that can cleave through these targets.
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Light
- critical hit to the body
Light
- critical hit to the head
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Melee attacks tagged with LINESMAN or TANK mods - essentially have improved cleave against
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If you do a crit chance build, know that for all melee attacks against infantry, "critical hit to the body" is equal to
pre-determined targets (pretty much all cleavable enemies).
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"hit to the head" in damage (only one exception i've found is charged 2h axe).
These attacks use reduced enemy mass values for calculations.
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So you can mentally replace
LightwithLight
for corresponding breakpoints.
In case of an attack with LINESMAN mod, it will take in enemies with LINESMAN tag as having only x0.6 mass.
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This kind of info is available in Squatting Bear's spreadsheet.
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+25% power
2 fanatics
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^ red number 2 means, that this amount of enemies hit - is achieved by a talent
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#
+25% power
41.21 %vs skaven / monsters
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Ways to improve cleave at 600 hero power
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# symbol - marks a breakpoint that is achievable only with a help of talents / passives
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Staggered enemies (from impacts, not from hitting your block) get their mass multiplied by x0.75.
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Mercenary passive ability - all enemies masses are multiplied by x0.75.
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These 2 and LINESMAN/TANK mods stack multiplicatively with each other, reducing enemy mass.
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Useful links:
Career talents/passives that give raw power, like 15% from grimoire, 3% from enemies nearby, etc.
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They multiply your attack mass limit.
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Weapon stats spreadsheet by Squatting Bear (1.2)
- it's the source of information that was huge for making this
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breakpoint sheet. There's a lot of numbers there and you may find it intimidating, but remember, the game is complex,
Note that any power_vs don't increase cleave. They only increase damage+stagger.
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and imo this is a good way of representing comprehensive weapon data.
If you need unrounded damage values:
Also note that Mercs passive (x0.75 enemy mass) doesn't work for ranged weapons.
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click here.
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Breakpoint calculator by Thrawnarch (1.2)
- there you can search for breakpoints yourself, and this tool allows you to
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check any possible setups, any talent, any power vs. Definitely worth checking if you use career talents i haven't covered,
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or covered not fully.
Regarding damage over time (DoT)
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DoT have total duration, and periodical damage ticks inside it. Once DoT is triggered, damage ticks don't vary
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in damage.
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For example: dual dagger light attack have DoT with: 1s tick, 5s duration.
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Author of this spreadsheet:
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DoT starts ticking not instantly after the causing attack, it waits one tick duration.
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Is me, doom_hamster.
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