arachnophilia
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augment research
hey guys, new here. i know there's a ton of augment threads already. but most of them are basic questions. and i wanted to share some research i've been doing, trying to figure out the exact mechanics of how augments work, and ask for some help in confirmation. i've been in a discussion on the official boards with one member who just does not see what i do, and it would be nice for more independent testing.
i guess first i'll go over the basics, the stuff we all should know by now:
for melee:
if you would like, i could elaborate on my testing measures.
hey guys, new here. i know there's a ton of augment threads already. but most of them are basic questions. and i wanted to share some research i've been doing, trying to figure out the exact mechanics of how augments work, and ask for some help in confirmation. i've been in a discussion on the official boards with one member who just does not see what i do, and it would be nice for more independent testing.
i guess first i'll go over the basics, the stuff we all should know by now:
- duplicate augment effects do not stack.
- you gain no benefit by having two similar augments on one weapon.
- this does not apply only to identical augments, but the augments that combine effects as well.
- (most) augment effects only work while you're using that weapon.
- duplicate weapons don't do anything either.
- some augment effects are active when the weapon is equipped but not drawn. these definitely include the armour effect, and the "take less damage" half of the luck effect.
- damage taken decreases from the control (no augments on either weapon) to around 70% with the armor effect.
- damage taken decreases to around 72% with the luck effect.
- damage taken decreases to 50% with both.
- it does not matter whether the augmented weapon is drawn, the other unaugmented weapon is drawn, or both remain undrawn. the benefit is given regardless
- the damage counter in the game is not a good measurement of weapon effectiveness.
- some augments increase damage, and some only effectively increase damage.
- the luck effect and the skill effect both increase damage according the stat.
- the flame effect, the shock effect, and the anti-good/anti-evil effect do not increase damage according to the stat, yet consistently kill enemies fewer hits.
- flame and shock seem to work regardless of established weakness, and kill all enemies faster. {edit: this is probably not accurate. still testing.}
- this effect probably works as a damage multiplier added after the "damage dealt" stat and before the individual creature's "damage taken" stat.
- other suggestions include modifying the creature's base HP, or that all enemies have an established "weakness" to each element built in.
- i did not test to see the effect is permanent, or can disappear mid-fight. ie: if you strike an enemy with a flame augment and the remove the flame augment, does the effect vanish as well? this could help decide between the above suggestions
- the following damage increasing augment effects all stack with one another:
- luck
- skill
- flame
- shock
- anti-good/anti-evil (not sure about together)
- ghoul only gives you health, and has no additional damaging effect. the effect might be related to how much damage your weapon does.
- flourishes do at least 3x the damage and effective damage as normal strikes. this includes all augment effects. aimed shots from the gun remain untested
for melee:
- ghoul
- luck
- skill
- flame
- shock
- (anti-scarring)
- armour
- luck
- skill
- flame
- shock
- (anti-scarring)
if you would like, i could elaborate on my testing measures.