Battle Lust Damage Calculation

The explanation on uoguide about weapon damage calculation does not seem to mention battle lust. Does anyone know if the damage increase from battle lust fills the 100% cap allowed from items? Other guides also mention divine fury adds to the "item" damage pool which means if your weapon has some damage increase and you got some gear (jewels, sashes, talismans, etc) that gets you to 100% then divine fury's full usage is diminished. It will give you refresh potion and some hit chance increase but the damage is capped at 100%. 

If battle lust is added to "item" damage then a battle lust weapon with say 50% damage increase could essentially easily hit the 100% because all you would need is another 50 from the battle lust. Battle lust is said to be 15% for each aggressed opponent with a cap of 90%. 

However, this is good to know because if a template is going to be using battle lust or divine fury could help with jewelry and gear selection.

Comments

  • PawainPawain Posts: 11,127
    It's too easy to get 100 DI. You shouldn't base suit building on temporary things.  
    Focus on what you can do, not what you can't.
  • GarretGarret Posts: 307
    To make any sense build something on battle lust it need to be fixed and dmg bonus should go over 300% cap to be even a thing, could be redisigned on a way of berserk armor but without blocking dmg part but with heal blocking part, so you will gain bonus dmg on top of 300%cap but ur healing/leach/Regen capability will be reduced.
  • azuldemogoguazuldemogogu Posts: 70
    Yeah I think there is so much equipment with dmg increase that it would be easy to go way over a cap. Like Pawain said hitting 100% for item dmg bonus is pretty easy. That is why I was wondering if lust was part of that dmg group. So, essentially a weapon with no dmg bonus but does have battle lust can essentially contribute to that 100%. If that is the case, no one has really weighed in and confirmed that exactly.

    Your idea of balance is spot on. I think that they’ve added dmg increase to so much stuff that the balance would have to be something you describe. I find jewelry with hit chance and dmg increase all the time. They should had made that super rare to pretty much make it that if you were going to overcap dmg increase then you’d pretty much have 0 hit chance increase. However, it is likely if you are hitting over 300 dmg bonus that they would have to further penalize you like you mention. Obviously, hit chance should definitely be the most logical penalty. Remove damage cap but over 300 the chance to hit be greatly reduced.
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