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Game mechanics & info:
If you've reached 595-600 hero power in your inventory, and play on Legend,
How "power vs" and power talents increase damage
then this guide / list is for you.
Damage buffing from properties and talents can be represented as:
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.
+5-10% power vs chaos / skaven (race distinction),
+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:
Resulting_damage = Unbuffed_damage x (1.08 + 0.07) x 1.09 x 1.15
On a charm or ranged weapon, you can roll any combination of these properties, with exceptions:
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.
A melee weapon is limited to one "power vs" property, and it can only be "power vs race".
value within [6.125 ; 6.249] rounds to 6.25.
value within [6.001 ; 6.124] rounds to 6.00.
The benefit of having +% more damage is clear for high health targets (mini-bosses or Chaos Warriors).
For core, elite and special enemies it's more complicated. The damage buffs allow you:
Then it's ready to be applied to enemies.
1) to kill an enemy with less swings (actions)
2) to kill an enemy faster
3) to kill an enemy easier (like not requiring to hit the head)
Next tabs show with what power buffs you'll be past damage breakpoints.
Besides a numerical Health stat, every enemy have a Race, and Armor Type.
Notes on the list
There are 5 Armor Types:
For Ranged weapons its assumed that you're closer to the target than the damage drop-off start (if not stated otherwise).
Power requirement for a breakpoint is shown as a single damage multiplier (unless career power is included).
- Super Armor* (for example Chaos Warrior)
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.
- that is achieved by 20% vs race, and 10% vs armor category (1.2 x 1.1 = 1.32).
For a quick overview of enemy health, their race and armor categories, check the last tab called [template].
With ranged weapon + charm, the maximum power buff you can get from item properties is x1.44 (or +44%)
- that is achieved by 20% vs race, and 20% vs armor category (1.2 x 1.2 = 1.44).
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
see in inventory. For example: four 300 items and one 299 item result in 599.8 heropower (on 30 lvl char).
For breakpoint calculation, targeted damage value is: rounded value needed, minus 0.125.
Two main elements here:
Thus, if you want the lists to be 100% accurate, be at 600.0 heropower.
1) Each enemy have a mass.
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.
2) Each melee attack have two things: mass limit for stagger, and mass limit for damage.
In case of 2h hammer charged attack: 22.625 for stagger, 5.656 for damage (600 heropower).
There are exceptions like shield charged bash, or flamesword slap attack - they don't "cleave", they hit with AoE.
Terminology & legend:
Mass and Mass limit values don't get rounded for calculations.
inf = infantry armor category (code 1)
Light = attack made by left mouse click
When your attack meets an enemy, first, enemy's mass value subtracts from your:
Light 3 = the third light attack in the combo sequence
- mass limit for stagger
Charged = attack made by holding left mouse button
- mass limit for damage
Charged (ranged) = attack made by holding right mouse button
Each enemy you hit does that.
Push atk = attack made by holding block, then pressing&holding left mouse button
fanatic = chaos horde enemy
When the resulting mass limit for stagger is ≤ 0, then all enemies hit afterwards won't recieve any stagger.
marauder = chaos core enemy
When the resulting mass limit for damage is ≤ 0, then all enemies hit afterwards won't recieve any damage.
Mauler = chaos elite with 2h axe
savage = chaos berserker
For example, charged 2h hammer swing will hit 10 fanatics for stagger, and only first 3 of them for damage.
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.
- hit to the body
- hit to the head
Enemies immune to cleave: those with Armoured, Super Armoured, Monsters armor category, and Maulers.
Charged flail and charged 2h sword are the only attacks that can cleave through these targets.
- critical hit to the body
- critical hit to the head
Melee attacks tagged with LINESMAN or TANK mods - essentially have improved cleave against
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).
"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.
So you can mentally replace
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.
This kind of info is available in Squatting Bear's spreadsheet.
^ red number 2 means, that this amount of enemies hit - is achieved by a talent
|41.21 %||vs skaven / monsters|
Ways to improve cleave at 600 hero power
# symbol - marks a breakpoint that is achievable only with a help of talents / passives
Staggered enemies (from impacts, not from hitting your block) get their mass multiplied by x0.75.
Mercenary passive ability - all enemies masses are multiplied by x0.75.
These 2 and LINESMAN/TANK mods stack multiplicatively with each other, reducing enemy mass.
Career talents/passives that give raw power, like 15% from grimoire, 3% from enemies nearby, etc.
They multiply your attack mass limit.
|Weapon stats spreadsheet by Squatting Bear (1.2)|
- it's the source of information that was huge for making this
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.
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.
|Breakpoint calculator by Thrawnarch (1.2)|
- there you can search for breakpoints yourself, and this tool allows you to
check any possible setups, any talent, any power vs. Definitely worth checking if you use career talents i haven't covered,
or covered not fully.
Regarding damage over time (DoT)
DoT have total duration, and periodical damage ticks inside it. Once DoT is triggered, damage ticks don't vary
For example: dual dagger light attack have DoT with: 1s tick, 5s duration.
Author of this spreadsheet:
DoT starts ticking not instantly after the causing attack, it waits one tick duration.
Is me, doom_hamster.