Weapon 1 and Weapon 2 question

PlautisCarvain
PlautisCarvain
✭✭✭✭
Ok, for example I have an inferno staff as my main weapon (purple) and a lightning staff as my second weapon (gold).

If I have deadric curse on my lightning staff bar, cast it, then switch weapon (inferno staff purple) will the damage of the deadric curse be based on the weapon I casted it with or with the bar that it will proc of with ?

Thank you for your help, tell me if you don't understand (not native English )
Edited by PlautisCarvain on November 21, 2017 2:44AM
  • PlautisCarvain
    PlautisCarvain
    ✭✭✭✭
    Up
  • starkerealm
    starkerealm
    ✭✭✭✭✭
    ✭✭✭✭✭
    Up

    Please don't bump.
    Ok, for example I have an inferno staff as my main weapon (purple) and a lightning staff as my second weapon (gold).

    If I have deadric curse on my lightning staff bar, cast it, then switch weapon (inferno staff purple) will the damage of the deadric curse be based on the weapon I casted it with or with the bar that it will proc of with ?

    Thank you for your help, tell me if you don't understand (not native English )

    It may vary with some skills, but DoTs usually track with your currently equipped weapon. Regardless what applied the damage. Some proc systems are the same way.
  • Narvuntien
    Narvuntien
    ✭✭✭✭✭
    ✭✭
    Unfortunately not everything in the game works obviously.

    Ground AoEs like wall of elements and liquid lightning damage are locked in from cast.

    I know that Poison injection does update its tick damage with weapon swaps, but I have heard that it is an exception.

    Edit: I looked up Gilliams video on "Let's Talk; Daedric Summoning (Sorcerer Skill Tree)" to see if he told me. He didn't, but its not a DoT it is two forms of damage. So I think its damage is locked in from cast.
    Edited by Narvuntien on November 21, 2017 3:53AM
  • Jarryzzt
    Jarryzzt
    ✭✭✭✭
    Narvuntien wrote: »
    I know that Poison injection does update its tick damage with weapon swaps, but I have heard that it is an exception.

    Curious. That would imply that...instead of locking in X damage packets over time T tied to either an area or an enemy when you cast the skill, each damage packet is dynamically generated from the player to the target over a 10-second period or whatever, thus re-scaling each time to whatever mods are active at that specific time?

    Very odd way to do a DoT, but if that is how it works, then why wouldn't all DoTs in the game work the same way? Unless one of the devs was having an off day and decided to experiment (then spontaneously combusted such that no-one can undo the code).

    In any case, had you not said that I would have guessed that all damage skills in the game scale off the point of casting so that switching weapons subsequently makes no difference. Now, however, I am tempted to spend some random Sunday afternoon testing various weapons and skills to see if this is, in fact, the case.

Sign In or Register to comment.