It makes no sense that absolutely all of the formulas in the wiki use magic power, even when it regards skills such as vampirism, assassinate, etc. The reason that dualing staves is so popular is that they grant magic power alongside damage matching other weapons, but all pure melee enhancement skills, such as vampirism, both sustainables from viking wizardry and assassination rely rather heavily on magic power. Et tu and sneaky shiv in particular, grant ( 3 + 0.5 ). Thats a damage bonus per 2 magic power points, and one that can be thouroughly utilized only by using the staves. Magic power shouldnt play such a significant role outside of the magic school's spells. Its already a factor in all anvil of krong weapon enchantments as well. Melee power or another stat should be used as a substitute when calculating damage from such abilities, in order to stimulate people to actually roll melee-oriented characters. All wiki posted builds are heavy on magic, while conventional warrior builds are all in the gutter.
Totally agree. Maybe assassination skills could scale with something that would make sense for it to scale with like... sneakiness?
My vote goes for burliness for vampirism, since it's used primarily in melee builds, and dexterity for assassination
The Wiki had plenty of melee build, they just get bad ratings so they don't show up anymore. You have to go to "see all" to see them. Besides, dual staves "psionic" has a lot more to do with the stun lock than the scaling.
The only stun there is the psionic. Nothing lock-worthy is pertaining to the staves alone, as hammers do a knockback which is basically the same idea- enemy doesnt get to attack you on his turn, and if it was indeed stun lock aimed, it should have included assassination, which hindsight, it probably should have since staves will deal ridiculous damage with assassination. When i played with staves i picked viking wizardry for the 2 sustainables, but the rest of the tree was pretty useless.
Well back when the guides was made mana cost was based on magic power. Back at 1.03 vampirism also scales a lot more with magic power than now. So basically dual staves with mage armors drop nerve staple down to 3 mana, then you can forget process stun entirely since you can spam nerve staple every 2 turns. I think mana cost is no longer link to magic power so dual staves isn't all that hot anymore. If spell cost the same rather I use swords or staves, i would take the counter rate. The wiki guides are just outdated like that.
Is there a way to look at the files to see what spell damage is based off? My viking magic first level spell is hitting for an extra 5-6 damage, which is great and all, but I wish I knew how things were calculated... Same with the flasks of brimstone. But I agree that warrior stuff should be based off melee power and other physical type abilities.
Wootah, you can just open SpellDB.xml in Notepad and see the formula for all of the spells. They look like this: <effect type="damage" DAMAGETYPE="X" DAMAGETYPEF="Y"/> Where DAMAGETYPE is voltaic, conflagratory, aetheric, etc. DAMAGETYPEF simply means "multiply your Magic Power by Y and add it to the static damage mentioned previously in this effect."
Power of Magic Steel has a 55% chance on hit to proc Small Electrical Strike and grants the following: +1 +2 +2 +2. effect of small electrical strike is: 1 + ( 3 + 0.2 ) Secondary effect: 33% chance to paralyze for 1 turn http://www.dredmorwiki.com/wiki/Skills has all the formulas
How come Dredmorpedia doesn't have these details of calculation when it's supposed to be based on a game file holding the same information? :S
Because it takes a lot of work to parse the things Dredmorpedia already has and it's still very much a WIP, though I don't know if that feature is planned.
I have the "Skills" section of the wiki site favorited so i can look up the dmg formulas at leisure. PRO TIP: you can see the damage formulas from anvil of krong enchantments too. You can also restart the game via ctrl+alt+del, till your weapon gets a good ench, if you are that much into min-maxing.