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Thread: Knowledge

  1. #1
    Titan Quest Guide Author - BradyGames Phillip Marcus is on a distinguished road Phillip Marcus's Avatar
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    Knowledge

    The game is out, so I'm free to answer questions and talk about the game

    I'll use this first post to try and clear up some questions I've seen asked several times that didn't already get a clear answer. Hopefully these will help. If you have others, just ask. No guarantees I'll know the answer though!

    I'm sticking this in the spoiler forum, since there's no explicit spoiler tag, and some of this material may touch on stuff people don't want to know just yet. You have been warned!

    I'll update these posts as questions are asked and answered, or if information is corrected by the devs.

    Visit this page for all your skill calculation needs: http://www.titancalc.com/

    Attributes

    In most cases, attributes that boost damage affect any source of that damage, weapon, staff, bow, many skills, etc. Attributes do NOT boost +flat modifiers from equipment or skills. Str does not boost the Physical damage from Earth or Dream, nor does Dex help the piercing damage from Scatter Shot. Int DOES help Elemental spell damage.

    Strength:
    Increases Physical damage dealt. At lower levels, the absolute bonus generally gives you a larger boost, particularly with attack speed modifying items, later in the game, the percentage boost can become very substantial, especially in concert with other damage modifying items. Because of the absorption property of armor, some physical damage can always get through armor (more on this below)

    PHP Code:
    (physicalDamageDV*((strengthDV/500)+1))+(strengthDV*0.04
    Each 50 points of Strength adds 10% Physical damage and +2 flat Physical damage.

    Dexterity:
    Increases Piercing damage dealt. Dexterity gives a slightly smaller bonus per stat point than strength, but remember that Piercing damage completely ignores armor. Keep in mind that some enemies are Pierce resistant (particularly skeletons, who are very common Undead enemies)

    Because most weapons deal a fairly small percentage of piercing damage, focusing heavily on Dexterity for damage is probably not wise unless you are using a Mastery that gives bonus Piercing damage - either Hunting or Rogue can add 50%+ Piercing damage easily. This means that Warfare/Rogue for dual wielding piercing swords, or Hunting/Warfare for Spears, or Hunting/Rogue are all 'obvious' natural combinations for heavy Pierce damage.

    Dexterity also adds to OA/DA. If you are focusing specifically on offense or defense, items that directly increases OA/DA directly are going to give you more punch per point than Dexterity, but Dexterity gives both and boosts your Piercing damage. In any case, increased OA gives you a chance for critical hits and increases the potential severity of those critical hits. You need to have an OA much higher than your targets DA to score maximal (50% added) critical hits. Note that crits only apply to melee hits, and only boost the physical and pierce damage dealt. DA works in reverse, decreasing the chance for opponents to hit you, damage you, and crit you.

    PHP Code:
    (pierceDamageDV * ((dexterityDV/1000)+1))+(dexterityDV*0.03
    Each 100 points of Dexterity adds 10% Piercing damage and roughly +1.95 flat Piercing damage

    Note that Dexterity was changed from 65 points per 10% in TQ to 100 points per 10% in IT

    Intelligence:
    Increases Elemental damage dealt. Also increases Elemental damage over time. Elemental damage is Fire, Cold, Lightning, and Frostburn/Burn. Note that there is an entirely separate damage type (and resistance) known as 'Elemental' damage (literally, just flat Elemental damage). This damage type is very rare however, only a few items give it as a damage bonus. A few items do give explicit resistance to it, and in the case of resistance, it DOES add to normal Elemental resistances.

    Armor has no effect on Elemental damage, only resistances help against it. To the best of my knowledge, there are no immune monsters to ANY basic damage type (Elemental/Physical/Pierce) anywhere in the game, though there ARE creatures with very high resists to specific damage types.

    Intelligence also increases base Energy regen, and allows you to wear 'Mage' class armor, necessary if you're going to get a high Energy regen rate later in the game, as all Mage armor comes with built in +% Energy regen mods - note that this is only really necessary for characters that depend on Energy to deal damage. Most hybrid characters can get by with Energy potion usage.

    Because increasing your Elemental damage output requires a fairly heavy investment in Intelligence, you need to consider if it is worth investing in for as a Hybrid character. You may get a better return on investment from Strength (flat physical) or Dex (flat Piercing PLUS OA/DA bonuses). However, it is worth noting that point for point, Piercing OR Elemental are likely to deal more damage to most creatures than Physical is (in most cases).



    PHP Code:
    (elementalDamageDV * ((intelligenceDV 650) + 1)) + (intelligenceDV*0.025
    Each 65 points of Intelligence adds 10% Elemental damage, and roughly 1.625 flat Elemental damage (I'm not certain how far out TQ keeps the decimal)

    PHP Code:
    elementalDamageDV * ((intelligenceDV 500) + 1
    Each 50 points of Intelligence adds 10% to Elemental duration damage, spread evenly over the duration (yes, you get a bigger bonus to Burn/Frostburn/Electrical Burn!)

    Combat Details

    Face smashing, ancient Greek style

    Ok so, how do weapons actually interact with armor?

    Well first off, when you get hit by a monster, a location on your character is randomly chosen, weighted between the various spots on your body. 40% of hits go to your chest armor. Each other body spot has a 20% chance to be hit. Yes, this means that walking around with low armor in one body spot can occasionally result in hard hits.

    Next, any physical damage taken up to the armor value of your armor is reduced. Mastery skills that add bonus armor add it to ALL locations (handy). Any damage in excess of the armor value in a given location is taken fully by your character.

    Here's the part that isn't at all immediately apparent: Physical damage reduced by armor is reduced by 66%. That's right, armor does NOT fully soak damage. Also, Pierce damage completely ignores armor.

    This property is known as 'Armor Absorption', and if you check the skill trees, you'll notice that several skills can boost this 66% Armor Absorption value, greatly increasing the power of equipped armor (Defense, of course, has a tier 1 skill that can raise this modifier).

    Think of armor as 'physical resistance', in the same way that resists lower but do not fully eliminate non physical damage (indeed, all resists are capped at 80% in any case), armor can soften damage taken, but not eliminate it fully.

    Stonewalling

    However, there is one last line of defense against physical attacks, and that is a shield.

    Shields are highly potent defensive tools, because a) they can block both melee and ranged attacks and b) they block their soak amount FULLY. This makes shields very powerful defensive tools.

    All shields have a 'recast' block timer of 3 seconds, before other modifiers

    Shields do have a cooldown time before they can block another attack, preventing you from sponging up every attack that comes your way (though Defense, again, has a modifier that can reduce this shield block time, and there is a Charm that can help here too).

    Additionally, Shield damage reduction is done AFTER resists are taken into account (in other words, it's highly likely that if you have high armor/pierce resistance, the shield is going to stop the hit completely)

    Couldn't hit a Cyclops in a barrel

    These notes about OA ONLY apply to melee! Ranged attacks and staff attacks always hit, never crit. DA works for anyone against melee critters of course.

    This info is dated, see below in the last post for a link to a table with precise OA/DA calculations

    The way OA and DA compare, with even values, you have a 100% chance of hitting your target. The scale is very soft, so missing is rarely an issue. Of greater interest is the critical calculations. Consider this information suspect, since I don't have direct verification :P

    Going by the equations in the database, each 100 points of OA over your target's DA gives you a chance to hit the next 10% tier of critical hits. That is, if your OA is 150 and your targets is 50, you have a chance of scoring a 110% hit. 250/50, 120% hit, and so on. Note that these crits cap out at 150% damage.

    You can't see these values in the game (though medierra indicated he was looking at adding a display that compared your OA to the last target's DA that you hit, which would make this much easier to calculate), so the only way to get a feel for how your OA is doing relative to your opponents DA is to watch the critical hits (make sure to turn on the critical hit display in the options menu).

    If you are scoring frequent critical hits, your Dex + your OA bonuses are probably sufficient. Conversely, if you are seeing frequent red numbers, you should think about raising either your Dex, or getting gear with +DA modifiers. Note that some enemies (say, Zombies) have lower DA than normal - generally big slow targets do. On the other hand, fast vicious enemies (say, Mantids) often have comparatively high OA, resulting in more critical hits.

    In any case, since you can't see the numbers directly, it's best to simply decide if you want to focus on OA or DA, and skew your gear (and possibly your attributes) in that direction. If it would be beneficial to your character based on your Mastery selections, focus on OA or DA, otherwise you may not need to worry about them (beyond enough DA to avoid constant crushing critical hits in the higher difficulty levels)

  2. #2
    Titan Quest Guide Author - BradyGames Phillip Marcus is on a distinguished road Phillip Marcus's Avatar
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    Singing with blades

    Dual wielding seems to be a cause of enormous confusion, so a few points

    First, while yes, the Dual Wield ability itself only gives a small chance to trigger, this isn't quite the whole story. The Dual Wield ability is giving a chance for BOTH weapons to hit at the same time, dealing full damage, modified by your abilities, each with a chance to score a critical hit.

    The rest of the time, your hands randomly attack, with a 50/50 chance of either hand swinging (they do not alternate, it's random - you can try it yourself, stand still with Onslaught on your rmb and hold it down, watching the swinging pattern - you can even see Dual Wield/Cross Cut/Tumult triggering).

    Your attack speed is averaged between the two weapons you have equipped, so if you have a very fast sword in one hand and add a slow club in the other, your attack speed will drop (causing a resultant decrease in DPS).

    Keep in mind that the visible average damage/DPS/attack speed display isn't entirely accurate when it comes to figuring Dual Wield damage, because of the element of chance involved.

    Another important point to Dual Wielding - as you are giving up a shield, the return in offensive power is substantial. First, you can wield two weapons, and this gives you access to powerful offensive modifiers that affect BOTH weapons. Have a weapon in your offhand with +50% attack speed and +30% physical damage? Both weapons get those bonuses. Further, because you can modify both weapons with Charms and Relics that can only be applied to weapons, you are getting an even larger offensive bonus.

    A Dervish of Fury

    Your basic attack calculation for damage dealt is fairly simple. Take your weapon damage, find the average, add any modifiers to physical damage, pile up all the mods and add them together, then take the Piercing %, convert from Physical to Pierce damage, pile up all the Piercing mods, then take any Elemental or other damage type damage, and (yes, again), pile up on all the mods on it. Once this is done, your target is smashed with X Physical, Y Piercing, Z Elemental/Bleed/Poison/etc damage. They get their armor and resists to decrease the damage, and finally their health is reduced (and possibly, keeps reducing, if you had dot damage in there).

    All of that is pretty straightforward, and raising those modifiers directly increases your average damage dealt. This is important, because rather than worrying about if you're dealing 500 damage per hit, or 550 damage per hit, what is often more important is the answer to a simple question: "How many hits does it take for me to kill a monster?"

    And that's where attack speed comes in. Unless you can get your average damage to the point where all monsters are dying in a single hit, how fast you deal damage can sometimes be more important than how much damage you deal.

    Think of attack speed as a global modifier to all of your damage dealt. At 200% attack speed, you are inflicting twice as much damage in the same period of time, and this is where the Damage Per Second display comes from.

    All weapons have a certain basic attack speed (some variance from the baseline 100% value). This value is modified by any Attack Speed or Total Speed modifiers affecting your character.

    Theis would be pretty straightforward, with attack speed having an important, but not overpowering influence on your damage, if it wasn't for two facts: First, your attack speed affects the actual animation time of your attacks, which influences how quickly you can deal damage and then disengage from melee (extremely important for ranged characters for one thing, since melee is usually a bad place for them to be). Second, and of greater importance; skills that have a % chance to trigger are NOT scaled to your attack speed.

    That is, if you have a 10% chance to deal 50% more damage per hit, that chance is not on a sliding scale 'balanced' to your attack speed. It is ALWAYS 10%. And this means that attack speed can have a much greater impact on your overall damage output than it may first appear. Prize items that increase your attack speed if your character has many % based abilities that trigger when you attack!

    Speed Caps

    Player minimum speed is capped at 60%. Attack speed is capped at 50% minimum, 222% maximum (199% for dual wield), run speed is capped at 166%. Player minimum run speed is capped at 50% in Normal, 40% in Epic, 30% in Legendary (what, you thought it would get easier?).

    Monster minimum speed is capped at 20% in Normal, then 30% in Epic and 40% in Legendary. Boss monster minimum speed is capped at 50%

    There are a few types of speed in the game. There are three separate speed attributes: Attack, Cast, and Run. Many items only modify one of the three. Items that modify them all tend to use the term 'Total Speed', as do a few skills that give full speed bonuses. I believe there are a few cases where this is inconsistent however, and the skill may say 'Speed' instead of 'Total Speed' explicitly, but I believe those are still modifying all three speed types.

    Resistances

    Player resists are capped at 80%, and penalized by 40% in Epic, 100% in Legendary

    Modifiers

    The general rules of thumb for 'does this skill affect that other skill or weapon' are fairly simple.

    If a skill is passive, it affects everything you do
    If a skill is an activated buff or a constant aura, it affects everything you do (and potentially everything your teammates or pets do)
    If a skill is a modifier for a base skill, it ONLY affects that skill.

    A note for modders

    I figured those of you working on Custom Quests might find this to be of interest: Check this record records\game\combatequations.dbr (just insert that directly into Import Record, no need to search for it manually), and you can then change all of the above formulas! There are also many other base game mechanic formulas that can be changed, including critical hit thresholds, hit location percentages, experience formulas, and others. Check records\game\gameengine.dbr and records\game\gamerules.dbr - and there are more besides

    Enabling PVP!

    This cat is out of the bag from the lead designer, so in it goes
    Add /pvp to your launch shortcut to enable PvP in multiplayer
    eg, "C:\Program Files\THQ\Titan Quest\Titan Quest.exe" /pvp

    Only PvP enabled servers will show up in the multiplayer list, and you need to have it enabled yourself to join. You can fight anyone not in your group.

  3. #3
    Titan Quest Guide Author - BradyGames Phillip Marcus is on a distinguished road Phillip Marcus's Avatar
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    The beasts have claws and teeth, but you? You have fire, you have Zeus like bolts...

    Following is a braindump and infodump on various aspects of the game. Some of this is rather scattershot, because it consists of various questions that I asked over time, some from my own questions, some from fan questions that I relayed.

    Modifiers to damage types from an item, an active buff (Call of the Wild), an active aura (Earth Enchantment, etc), a self buff (Blade Honing, etc), an unattached passive skill (Anatomy, Volativity, etc), and all three of your attributes affect ALL types of that damage. Generally, the only types of modifiers that do NOT affect all types of damage dealt are the passive modifiers to base skills, such as the damage bonuses to Ice Shard or Flame Surge.

    That means your sword hit, your staff shot, your bow shot, your spell, whatever. If the damage types match up, they get boosted. +25% Fire damage from a ring? More staff damage if your staff deals fire damage. More fire damage from an axe with fire damage on it. More fire damage from a spell that deals fire damage. Same for any of the other modifiers. The only exceptions are the specific cases where Str or Dex do not boost some skill damages, or amplify the effects of +flat damage bonuses from equipment.

    Curiously, this does mean that in a case where an item has more types of damage, it can potentially benefit from more modifiers. That is, a staff that deals fire damage, but has an affix giving it lightning damage gets the boost from Intelligence twice (once on each elemental damage type), and again from modifiers that boost lightning OR fire damage. The same goes for Piercing weapons. Assuming you're playing a melee character with high str and dex, a weapon with no Piercing % (Most clubs or an axes for example) loses out on the % and +flat Piercing damage bonuses from Dex, items, skills, etc.

    Remember, +% modifiers require that damage type to already be present. +flat modifiers add that damage amount, and can be modified by ANY enhancement to that damage type.

    +% Damage is PHYSICAL damage. Other +% damage types list the specific type (+% Bleed Damage, +% Poison Damage, +% Fire Damage, +% Life Leech, and so on)

    Buffs that only affect you don't help your pets, but auras do (Earth Enchantment, Heart of Oak, etc). Pets do get stronger on Epic and Legendary! Note that traps and briar ward are 'pets' of a sort.

    Damage Resistance items are applied to the incoming physical damage in an additive. That is, if you have 100% TOTAL Damage Resistance, it's going to be eliminating incoming Physical damage completely. afaik, this also applies to most other sources of direct damage reduction (particularly +% resist from monster types like Undead/Beast/etc!)

    Another point related to Damage Resistance - Piercing damage is converted from Physical BEFORE your resists are calculated from the hit - that is, even if you reduce Physical damage a ton, the Piercing is still going to punch right through at full strength, unless you have high Piercing Resistance.

    Damage over Time effects (Burn, Frostburn, Electrical Burn, Poison, Bleed) that are on your gear/skills are shown in the DPS and Average Damage display as though the first second of damage was being applied immediately on hit. This is not what is actually occuring, rather, the display is attempting to give you a rough idea of how much the added damage over time is actually adding. It still takes a second for that effective damage to occur (and any dot damage beyond that first second). Beware of comparing two weapons in terms of damage per hit if one has a high amount of dot damage!

    Remember also that all five dot types have their damages boosted by +% dot damage mods, not by Int (in the case of the 'elemental' dot types).

    On Crits - they affect Physical (and as a result, Piercing), but they do NOT show the Piercing damage in the yellow crit, only the Physical damage.

    Vitality Damage, Life Leech, % Damage Converted to Health, and % Life Lost can be a bit confusing. First off, there is resistance to Vitality damage, then there is resistance to Life Leech damage, even though only one display shows up on your character screen. Additionally, Undead tend to be immune to all forms of Vitality Damage, Leech, AND % Life Lost effects (Doom Horn, Take Down, etc), and many bosses are resistant to the effects.

    The +% Life Leech modifier, as with other similar % based modifiers ONLY works if you ALREADY have Life Leech - yes, it is possible to get +% Life Leech and have no Life Leech damage over time. Note that this modifier does NOT work on % Damage converted to health! It does NOT work on % Life Lost (Plague, Take Down, etc).

    The % Damage converted to health mod takes all forms of 'flat' damage into account for the health conversion, but it does not include any form of damage over time.

    Vitality damage is NOT boosted by Intelligence. And to be clear, ONLY Elemental (Fire, Cold, Lightning, in any form) is boosted by Intelligence. The main benefit to Vitality damage is that very few types of creatures (besides Undead of course) have any resistance to it at all.

    When you have multiple chances to stun % or dodge % from gear/skills, the chances are added together. Note that Dodge Ranged is a separate modifier from Dodge, Dodge only works on Melee hits. Neither helps with spell attacks. Note that Dodged Ranged helps against many objects that Titan Quest treats as projectiles, including staff bolts and Eruption boulders.

    % Damage Reduction from a specific creature type is incredibly powerful - it works in an additive manner! Get 100% Undead Damage Resistance and you take 0 damage! Not only that, it applies to ALL types of damage dealt by that creature type. Similarly, this works in reverse - bonus damage against a monster type adds to all types of damage dealt to that type of monster.

    This one is sort of roundabout - I was asking a question about the order of damage dealt, in an effort to find out if the Health % reduction from Take Down occured before or after other damage. The answer was that it happens AFTER Physical, Pierce, Elemental, and Poison. That might point towards the damage type order, but it doesn't include Bleed, Vitality, or Energy Burn.

    Every 100 points of Dexterity adds 10% to the chance to avoid projectiles (?!). This one really surprised me, it needs to be tested.

    Enemy resistances CAN be driven negative, boosting your damage output. Note that enemies get a global resistance bonus in Epic/Legendary.

    And for your random skill tidbit: Storm Nimbus has a 70% chance of dealing Cold damage, and a 30% chance of dealing Lightning damage.

    Armor is only useful against Physical damage, Elemental and (particularly) Piercing resists are very important in Epic/Legendary.

    Farming boss chests is good for unique items, but gives you no chance at all to find monster rare items. You MUST fight monsters of that specific type to find rare monster items, many of which have extremely powerful modifiers (and note that these modifiers DO increase in power in each difficulty level, so the same pair of Sentinel's Armbands from a Gorgon or the suit of Exotic Armor from a Tropical Spider in Normal are less powerful than those found in Legendary). On top of that, monster items CAN have affixes, including rare affixes, potentially a rare suffix and a rare prefix, and they CAN be modified by Relics/Charms, unlike uniques... just something to think about for those of you mercilessly farming Typhon on Legendary

  4. #4
    Titan Quest Guide Author - BradyGames Phillip Marcus is on a distinguished road Phillip Marcus's Avatar
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    More crunchy bits!

    The Relic and Charm data in the guide wound up slightly dated, as they were changed (for the better!) late in development, adding a custom list of randomized modifiers for each complete Relic or Shard. Following is a list of the modifier pools that any given Relic or Shard can pull from.

    Monster Charm Completion Bonuses

    Bat Fang % Phys Damage, Fire Damage, % Damage to Demons, Phys Damage, Leech Energy, Reduce Attack Speed, OA, Attack Speed

    Boar's Hide Protection, Resist Cold, Resist Pierce, DA, % Protection

    Pristine Plumage DA, Protection, Dex, OA, Resist Poison

    Turtle Shell Resist Pierce, Life, Str, % Protection, DA, Str

    Hag's Skin Protection, Resist Fire, Dex, Resist Pierce, DA, % Protection

    Lupine Claw % Damage, Pierce Damage, % Damage to Demons, Attack Speed, Phys Damage, Leech Energy, Reduce Attack Speed, OA, Attack Speed

    Rigid Carapace Resist Fire, Resist Stun, Resist Pierce, Life, Str, % Protection, DA

    Vile Ichor OA, Stun, Reduce Protect, Poison Damage, Reduce Attack Speed

    Peng Claw % Damage, Pierce Damage, Attack Speed, Dex, Reduce Protection, Phys Damage, Leech Energy, Reduce Attack Speed, OA, Attack Speed

    Raptor Tooth % Damage, Pierce Damage, Attack Speed, OA, Str, Reduce Protection, Phys Damage, Reduce Attack Speed, OA, Attack Speed

    Saber Claw % Damage, Pierce Damage, Attack Speed, % Bleed, OA, Phys Damage, Leech Energy, Reduce Attack Speed, Attack Speed

    Viny Growth Protection, Life, Regen Life, Resist Pierce, DA, % Protection

    Yeti Fur Protection, Resist Cold, Str, DA, % Protection, Life

    Demon's Blood Resist Stun, Resist Fire, Resist Elemental, % Damage to Demons, Resist Life, DA

    Diseased Plumage % Poison, Protection, Dex, DA, OA

    Mechanical Parts Protection, Str, Dex, OA, DA, % Protection

    Spectral Matter % Energy burn, Int, % Damage to Undead, Energy, Leech Energy

    Venom Sac OA, Stun, Reduce Protect, Poison Damage, Reduce Attack Speed, % Poison


    Relic Shard Completion Bonuses

    Greece

    Archimedes' Mirror Resist Cold, Resist Fire, Resist Lightning, Resist Pierce, Resist Poison, Life, Str, Pierce retaliation, % Protection, DA, Str, Life Leech retaliation

    Artemis' Bowstring % Damage, Poison Damage, Phys Damage, Reduce Attack Speed, Dex, OA, Attack Speed, Pierce Damage

    Dionysus' Wineskin DA, Life, Str, Stun, % Protection, Resist Cold

    Golden Fleece Int, Cooldown Reducetion, DA, Life, Resist Lightning, Resist Cold, Resist Fire, Energy, Resist Elemental

    Hecate's Crescent Int, Cooldown Reducetion, Leech Energy, Resist Lightning, Resist Cold, Resist Fire, Energy, Resist Elemental

    Herakles' Might % Damage, Protection, Reduce Protection, Resist Pierce, DA, Life, % Str, Stun, Reduce Attack Speed, Str, OA

    Prometheus' Flame % Damage, Fire Damage, % Fire, % Damage to Demons, Phys Damage, Resist Fire, Reduce Attack Speed, OA, Attack Speed

    Valor of Achilles % Damage, Dex, Reduce Protection, Phys Damage, Stun, Reduce Attack Speed, Str, OA, Attack Speed

    Zeus' Thunderbolt % Damage, Cold Damage, Lightning Damage, % Lightning, Phys Damage, Stun, Leech Energy, Reduce Attack Speed, Dex, OA, Attack Speed

    Egypt

    Amun Ra's Glory Life, Int, Protection, Resist Lightning, Resist Cold, Resist Fire, Energy, Resist Elemental

    Ankh of Isis Life, Leech Energy, Resist Lightning, Resist Cold, Resist Fire, Energy, Resist Elemental

    Anubis' Wrath % Damage, Leech Life, Fire Damage, % Damage to Demons, % Damage to Undead, Phys Damage, Stun, Leech Energy, Reduce Attack Speed, OA, Attack Speed

    Djed of Osiris % Damage, Leech Life, Fire Damage, % Damage to Demons, % Damage to Undead, Phys Damage, Stun, Leech Energy, Reduce Attack Speed, OA, Attack Speed

    Set's Betrayal % Bleed, Protection, Int, Dex, DA, OA, Leech Life

    Udjat of Horus Protection, Resist Cold, Resist Fire, Resist Lightning, Resist Pierce, Resist Poison, DA, % Protection

    China

    Code of Hammurabi % Int, Cooldown Reducetion, Resist Lightning, Resist Cold, Resist Fire, Energy, Resist Elemental

    Domain of the Dragon Kings Life, Protection, % Protection, Dex, Regen Life, Energy, Resist Elemental

    Guan Yu's Grace DA, Attack Speed, Protection, Dex, Movement Speed, Pierce Resist

    Jade Emperor's Serenity Life, Int, Protection, % Protection, Resist Lightning, Resist Cold, Resist Fire, Energy, Resist Elemental

    Li Nezha's Guile DA, Attack Speed, Protection, Dex, Movement Speed, Resist Pierce

    Monkey King's Trickery DA, Protection, Dex, movement Speed, Int, Resist Pierce

    Shen Nong's Dark Medicine % Damage, % Poison, Phys Damage, Stun, Reduce Attack Speed, OA

    Yen Lo Wang's Bloodletting % Damage, Leech Life, Fire Damage, % Damage to Demons, % Damage to Undead, Phys Damage, Stun, Reduce Attack Speed, OA

    Shrine Data

    The Energizing Shrine is located in the Typhon fight, the 'Greece1/2' locations are before/after Megara.

    These shrines are the same throughout the game:

    Battle Shrine grants: +100% physical dmg; +75% elemental dmg; +60% attack speed; +5% movement speed. Duration: 60 sec

    Shrine of Healing instantly refills health

    Regeneration Shrine regens health/mana at 7% per second (8 meter radius). Duration = 40 sec

    Shrine of Experience increases experience gained by 50%. Duration: 60 sec

    Energizing Shrine increases energy regen rate by 800%


    These shrines get more powerful as you progress through the game:

    Frostbite: cold/slowing per second, for 6 seconds. Total speed slowing = 75%. Duration = 60 sec.

    Thorns: bleeding dmg per second, for 3 seconds. Duration = 60 sec

    Mastery: bonus to all skills. Energy cost reduction = 25%. Duration = 60 sec

    Code:
    	Shrine Type	Greece1	Greece2	Egypt	Orient	EGreece	EEgypt	EOrient	LGreece	LEgypt	LOrient	TyphN	TyphE	TyphL
    Frostbite Shrine	8	15	20	25	33	40	45	50	55	60	6	17	31
    Shrine of Thorns 	11	17	24	32	47	53	67	86	93	106	13	35	65
    Shrine of Mastery	4	4	6	6	8	8	8	10	10	10	n/a	n/a	n/a
    Monster scaling info

    You'll probably need to copy this out to get it lined up cleanly

    Code:
    Diff	#OfPlayers	%Physdmg	%pierce	%allother	%physresist	primaryresists	2ndaryresist	str/dex/int	%str/dex/int	life	%life	%mana	%mv	%atkspd	%Hregen	OA/DA	%OA/DA
    
    Normal 	1	0	3	0	0	0	0	0	0	0	0	0	14	-10	0	0	0
    Normal 	2	5	5	5	0	0	0	0	0	5	20	0	14	-10	0	0	0
    Normal 	3	10	8	10	0	0	0	0	0	10	40	0	14	-10	0	0	0
    Normal 	4	15	10	15	0	0	0	0	0	15	60	0	14	-10	0	0	0
    Normal 	5	20	13	20	0	0	0	0	0	20	80	0	14	-10	0	0	0
    Normal 	6	25	50	25	0	0	0	0	0	25	100	0	14	-10	0	0	0
    Epic	1	100	53	100	15	30	15	50	15	200	150	100	20	0	50	50	15
    Epic	2	105	55	105	15	30	15	50	15	210	155	100	20	0	50	50	15
    Epic	3	110	58	110	15	30	15	50	15	220	160	100	20	0	50	50	15
    Epic	4	115	60	115	15	30	15	50	15	230	165	100	20	0	50	50	15
    Epic	5	120	63	120	15	30	15	50	15	240	170	100	20	0	50	50	15
    Epic	6	125	50	125	15	30	15	50	15	250	175	100	20	0	50	50	15
    Legen.	1	200	53	100	30	50	30	100	30	300	300	200	26	10	100	100	20
    Legen.	2	205	55	105	30	50	30	100	30	310	305	200	26	10	100	100	20
    Legen.	3	210	58	110	30	50	30	100	30	320	310	200	26	10	100	100	20
    Legen.	4	215	60	115	30	50	30	100	30	330	315	200	26	10	100	100	20
    Legen.	5	220	63	120	30	50	30	100	30	340	320	200	26	10	100	100	20
    Legen.	6	225	63	125	30	50	30	100	30	350	325	200	26	10	100	100	20
    Potion Data

    Just some quick numbers on how much Potions restore. Since you can 'preload' a Health potion before a fight, you can burn one before you start fighting a tough pack of enemies or a boss, and the regen portion of the Health potion should still be running by the time the Potion timer refreshes, allowing you to enter the fight with regen still running.
    Code:
    	% of total regained (instant)	flat amount regained
    Lesser Health Potion	15	300
    Health Potion	15	500
    Greater Health Potion	15	650
    Grand Health Potion	15	800
    Superior Health Potion	15	1000
    Divine Health Potion	15	1200
    
    Lesser Energy Potion	50	0
    Energy Potion	60	0
    Greater Energy Potion	70	0
    Grand Energy Potion	80	0
    Superior Energy Potion	90	0
    Divine Energy Potion	100	0

  5. #5
    Titan Quest Guide Author - BradyGames Phillip Marcus is on a distinguished road Phillip Marcus's Avatar
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    reserved for great justice

    great justice has arrived (shhhhh!)

    these are small, short, and not compiled fully yet. they are probably also not fully tested. in other words, don't blame me if you burn yourself on the coffee (did the greeks drink coffee? I don't think so)

    Attributes and Modifiers:

    DA and OA: The gist of it is that DA provides more benefit per point in terms of reducing damage than OA does to raise your damage. Both are quite useful however. Related is the point that high DA values become near physically immune even in Legendary because the DA penalty to attackers damage is applied BEFORE all of your defenses/shield block/etc.

    And in an effort to confuse you about some of the more obscure damage types, here's a few points:

    +% lightning/fire/cold do NOT boost the dot elemental damages (burn/frostburn/electrical burn). Only Intelligence and +% burn/frostburn/electrical burn damage modifiers help.

    Life Leech is a SPECIFIC damage type, dealt over time. It IS boosted by +% Life Leech. It is resisted by Life Leech resistance on some monsters, not by Vitality resistance.

    Vitality damage, as mentioned, is a specific damage type that is not boosted by Int. It is boosted by +% Vitality damage and resisted by Vitality resistance.

    Vitality Decay is simply Vitality damage in dot form, resisted by Vitality resistance.

    % reduction to Health is ALSO Vitality damage. It is resisted BOTH by Vitality Resistance AND by the special resists that bosses have. It is NOT boosted +% Vitality damage.

    % Attack Damage Converted to Health takes a % of ALL of your base, flat, non dot damage and adds it to your health. Any type of damage - Physical, Pierce, Vitality, Elemental, etc. It is resisted by the enemies Life Leech resistance. It is NOT affected by +% Life Leech.

    Of the two health draining modifiers (Life Leech and %Attack to Health convert), the %Attack mod is generally easier to use for quickly regaining health through hits. Life Leech can be helpful if you have a means of spreading it across multiple targets that will then be drained by the leeching to restore your health.

    Damage Absorbtion is applied in a multiplicative manner after other resistances and defenses are taken into account. It can soak any type of damage, making it very powerful defensively.

    Skills:

    Hamstring, Pulverise, Shield Smash and items that appear to be reducing FLAT Defensive Ability/Offensive Ability are in fact reducing it as a PERCENTAGE. Even nastier, Hamstring appears to be slightly bugged, in that the penalty it is applying stacks twice. End result? Two hits with Hamstring maxed on your character dices a monsters DA to 10%, virtually guaranteeing a string of max damage crits from you.

    It is very likely that these effects are a bug, but they are as yet untouched by the fan patch, so feel free to abuse them or avoid them at your whim. This is also the reason any enemies with Hamstring can deal heavy damage to even stacked DA characters.

    Onslaught appears to deal its FULL damage on your FIRST hit, and actually stacks up to 2x the listed value - it is twice as powerful as it appears to be.

    War Wind hits twice with spears, once with other weapons.

    Items:

    Shields block ALL TYPES of damage, not just physical. Crazy, right? They do not help against AoE attacks however...

    When you attack with a Shield special move from the Defense tree, you're hitting with both your shield and your weapon at the same time.

    Miscellany:

    Elemental damage is 1/3 each of fire/cold/lightning. Skills that boost +% elemental will raise any elemental damage, but +flat elemental only benefits from 1/3 of a specific +% fire/lightning/cold modifier.

    Numerous people in the community have worked on a large range of very helpful and informative posts. Be sure to check the stickies in the various gameplay and spoiler forums, you can find a lot of extremely helpful and up to date information there.

    Handy Links:
    Go here for a quick breakdown of all damage types and how they are boosted or resisted by whisk33: http://www.titanquest.net/forums/imm...sistances.html

    This post by Kalyan provides a superb breakdown of how OA/DA scales: http://www.titanquest.net/forums/spo...criticals.html

    There is now a substantial effort by several dedicated fans to create a fan patch for TQ: IT. You can find the thread here at: http://www.titanquest.net/forums/mod...ial-patch.html

    And the webpage and bugtracker at http://tqitfanpatch.com/index.php

    Many thanks to Xaece, Kalyan, Viper_Sweden, Whisk33, apocalypse80, and many others for keeping the torch of knowledge burning for the years since TQ was released.

  6. #6
    You rock, P.M.

    Care to explain attack speed? Such as how increases affect overall/base dps, if there is a cap, what the formula is?

    Cheers,
    ~Frag
    The best teacher is Time, unfortunately He also kills all his pupils.

  7. #7
    Senior Member Ragefist is on a distinguished road
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    Thanks much for all the info! Your posts have cleared up a number of things and the game looks more detailed than I had thought... which is good.

    I had no idea hits were directed at specific armor. This is good and means a melee character may not be so quick to use any caster gear.

  8. #8
    Senior Member leth is on a distinguished road
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    You rock so much P.M!!! Now if you can work your magic and make amazon ship my darn TQ strat guide I would be much appreciated

    Really though, could you please explain more about resistances, and items that adds both % dmg and a flat dmg?

    In particular, say if I have frostbite, which slows the enemy. Does the dmg and the slow part get resisted separately or are they resisted all or nothing style?

    Also, weapons sometimes have stat like

    10-20 fire dmg

    +10%fire dmg
    6 ice dmg

    What is the actuall dmg of the staff?

    thanks

  9. #9
    Titan Quest Guide Author - BradyGames Phillip Marcus is on a distinguished road Phillip Marcus's Avatar
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    Slow has nothing to do with frost resist, it's not an inherent property of cold, but a separate attribute entirely (though it is tied to Ice Shards, and maybe a few other cold items - Frostbite shrines have slow, and there's a rare prefix that has cold damage and slow). There is no resistance to it, afaik - I've used it on every boss in the game

    10-20 fire damage, average 15 fire, +10%, 16.5 fire damage +6 ice damage, 16.5 fire damage, 6 ice damage, 21.5 total damage ignoring resists

    Though that specific modifier you mentioned is fire/frost/shocking, a rare suffix that adds both a +% element, and a flat amount of that damage type. As far as I know, flat amounts are added up BEFORE percentage modifiers are applied (to give you the highest possible damage, eg, 20+20%+2 would give 24, but 20+2+20% would give 24.4)

  10. #10
    Senior Member leth is on a distinguished road
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    Uhh thanks for the clarification. Yeah I found couple rare staffs with interesting stats like that. One of them had life leech too, which I assume is not added to the overall dmg right?

    I had a staff that is a ice based staff, but also does burn dmg...

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