From Dark and Darker Wiki
Page is currently up to date for: Patch:6.7#Hotfix 80-2$green
Charts
Charts are created using the data points directly taken from the game. Therefore, if there is a mismatch between chart and explanation, it is better to look at chart info.
For example, even though the formula might give 32.5, in game the display might get rounded to 33.
Attributes
Stats that come from character's attributes.
Strength
Physical Power
Physical Power governs your Physical Power Bonus.
0 Strength starts at = 0 Physical Power
Every Strength point gives an increase to Physical Power
- 0 -> 0
- 0 to 100 = 1 each, up to 100
Physical Power Bonus
- More recently known as Physical Damage Bonus Physical Power Bonus governs the potency of your physical damage dealing weapons, utility items and abilities.
0 Physical Power starts at = -80% Physical Power Bonus
Every Physical Power point gives a % increase to overall Physical Power Bonus depending on fixed thresholds
- 0 -> -80%
- 0 to 5 = 10% each, up to -30%
- 5 to 7 = 5% each, up to -20%
- 7 to 11 = 3% each, up to -8%
- 11 to 15 = 2% each, up to 0%
- 15 to 50 = 1% each, up to 35%
- 50 to 100 = 0.5% each, up to 60%
Max Health from Strength
Max Health determines your characters maximum health.
Strength increases Max Health with 25% Scaling. See the Hybrid stat Max Health for more.
Vigor
Max Health from Vigor
Max Health determines your characters maximum health.
Vigor increases Max Health with 75% Scaling. See the Hybrid stat Max Health for more.
Health Recovery
Affects the rate at which you restore health when Resting, but not when using Bandages.
Health Recovered per tick = Base Recovery * (1 + Health Recovery Bonus)
For example, a Barbarian resting with 95% Health Recovery Bonus will recover
Health Recovered every 2s = 1 * (1 + .95) = 1.95 Health
Each point in Vigor increases Health Recovery Bonus
- 0 -> -55%
- 0 to 5 = 5% each, up to -30%
- 5 to 15 = 3% each, up to 0%
- 15 to 25 = 7% each, up to 70%
- 25 to 35 = 5% each, up to 120%
- 35 to 84 = 2% each, up to 218%
- 84 to 85 = 1% each, up to 219%
- 85 to 86 = 3% each, up to 222%
- 86 to 100 = 2% each, up to 250%
Agility
Action Speed from Agility
Action Speed governs the speed at which you interact with your weapons, meaning stowing, swapping, reloading or attacking with weapons, as well as the speed of usage of consumables.
Agility increases Action Speed with 25% Scaling. See the Hybrid stat Action Speed for more.
Move Speed
Move Speed governs the speed at which your character moves. This stat is also directly influenced by wearing gear. Every 1 point in Move Speed is equal to 0.3333...% Move Speed. The default Move Speed for each class is 300, which translates to 100% Move Speed, with penalties or bonuses provided based on Agility. Performing certain actions, such as attacking, or moving in certain directions will also affect Move Speed. Backwards = 60%, Crouch = 65%, Walk = 65%.
0 Agility starts at = -30 Move Speed
Every agility point gives a flat increase to Move Speed depending on fixed thresholds
- 0 -> -30 Move Speed
- 0 to 15 = 2 each, up to 0
- 15 to 45 = 1 each, up to 30
- 45 to 65 = 0.5 each, up to 40 (Technically 1 Move Speed every 2 Agility. Agility can not provide decimal Move Speed.)
- 65 to 100 = 0.33 each, up to 51 Move Speed (Same as above, 1 Move Speed every 3 Agility.)
Hard cap = 350 move speed
Item Equip Speed
Item Equip Speed exclusively governs the speed at which you equip armors, as equipping weapons, jewelry and utility items is instant.
0 Agility starts at = -95% Item Equip Speed
Every agility point gives a % increase to Item Equip Speed depending on fixed thresholds
- 0 -> -95%
- 0 to 1 = 0% each, up to -95%
- 1 to 2 = 4% each, up to -91%
- 2 to 15 = 7% each, up to 0%
- 15 to 35 = 5% each, up to 100%
- 35 to 70 = 2% each, up to 170%
- 70 to 100 = 1% each, up to 200%
Dexterity
Action Speed from Dexterity
Action Speed governs the speed at which you interact with your weapons, meaning stowing, swapping, reloading or attacking with weapons, as well as the speed of usage of consumables.
Dexterity increases Action Speed with 75% Scaling. See the Hybrid stat Action Speed for more.
Regular Interaction Speed from Dexterity
Regular Interaction Speed governs the speed at which you interact with objects/mechanisms in the dungeon.
Dexterity increases Regular Interaction Speed with 40% Scaling. See the Hybrid stat Regular Interaction Speed for more.
Manual Dexterity
Manual Dexterity determines how quickly Bard plays an instrument.
0 Dexterity starts at = -15% Manual Dexterity, play speed
Every dexterity point gives a % increase to Manual Dexterity depending on fixed thresholds
- 0 -> -15%
- 0 to 15 = 1% each, up to 0%
- 15 to 23 = 3% each, up to 24%
- 23 to 31 = 2% each, up to 40%
- 31 to 37 = 1% each, up to 46%
- 37 to 45 = 0.5% each, up to 50%
- 45 to 95 = 0.1% each, up to 55%
Will
Magic Power
Magic Power governs your Magic Power Bonus.
0 Will starts at = 0 Magic Power
Every Will point gives an increase to Magic Power
- 0 -> 0
- 0 to 100 = 1 each, up to 100
Magic Power Bonus
Magic Power bonus governs the potency of your magical spells, magical damage dealing abilities and magical healing abilities.
0 Magic Power starts at = -90% Magic Power Bonus
Every Magic Power point gives a % increase to Magic Power Bonus depending on fixed thresholds
- 0 -> -90%
- 0 to 1 = 0% each, up to -90%
- 1 to 5 = 10% each, up to -50%
- 5 to 15 = 5% each, up to -0%
- 15 to 25 = 3% each, up to 30%
- 25 to 40 = 2% each, up to 60%
- 40 to 50 = 1% each, up to 70%
- 50 to 100 = 0.5% each, up to 95%
Magic Resistance
Magic Resistance governs your Magical Damage Reduction.
0 Will starts at = -20 Magic Resistance
Every Will point gives an increase to Magic Resistance depending on fixed thresholds
- 0 -> -20
- 0 to 5 = 4 each, up to 0
- 5 to 35 = 3 each, up to 90
- 35 to 55 = 2 each, up to 130
- 55 to 65 = 1 each, up to 140
- 65 to 91 = 0.5 each, up to 153 (increases by 1 every 2 points)
- 91 to 92 = -1 -> 152 (probably a mistake)
- 92 to 94 = 1 each, up to 154
- 94 to 100 = 0.5 each, up to 157 (increases by 1 every 2 points)
Magical Damage Reduction
Magical Damage Reduction governs your resistance to magical damage dealing weapons, spells and projectiles. Please note that there is currently a bug where Magical Damage Reduction is additively 10% lower than the following expected amounts.
Magic Resistance can go as low as -300 = -595% Magical Damage Reduction
0 Magic Resistance starts at = -10% Magical Damage Reduction
Magic Resistance gives a % increase to Magical Damage Reduction depending on fixed thresholds
- -300 -> -595%
- -300 to -15 = 2% each, up to -25%
- -15 to 10 = 1% each, up to 0%
- 10 to 19 = 0.5% each, up to 4.5%
- 19 to 30 = 0.4% each, up to 8.9%
- 30 to 40 = 0.3% each, up to 11.9%
- 40 to 50 = 0.2% each, up to 13.9%
- 50 to 100 = 0.1% each, up to 18.9%
- 100 to 150 = 0.2% each, up to 28.9%
- 150 to 250 = 0.3% each, up to 58.9%
- 250 to 350 = 0.2% each, up to 78.9%
- 350 to 500 = 0.1% each, up to 93.9%
- Starts from -50 instead of -300 for better visibility
Buff Duration
Buff Duration governs the duration of temporary beneficial status effects.
0 Will starts at = -80% Buff Duration
Every Will gives point gives a % increase to Buff Duration depending on fixed thresholds
- 0 -> -80%
- 0 to 5 = 10% each, up to -30%
- 5 to 7 = 5% each, up to -20%
- 7 to 11 = 3% each, up to -8%
- 11 to 15 = 2% each, up to 0%
- 15 to 50 = 1% each, up to 35%
- 50 to 100 = 0.5% each, up to 60%
Debuff Duration
Debuff Duration governs the duration of temporary negative status effects. A negative Debuff Duration is beneficial to have, as it will shorten the duration of debuffs. A positive Debuff Duration stat means debuffs last longer, which is detrimental to the player.
0 Will starts at = 400% Debuff Duration
Every Will point gives a % decrease to Debuff Duration
- 0 -> 400%
- 0 to 1 = 170%each, up to233%)
- 1 to 2 = 83% -> 150%
- 2 to 3 = 50% -> 100%
- 3 to 4 = 33.3% -> 66.7%
- 4 to 5 = 23.8% -> 42.9%
- 5 to 6 = 9.6% -> 33.3%
- 6 to 7 = 8.3% -> 25%
...
- 100 = -37.5%
Use the chart for accurate info.
The decrease slowly slows down with different reduction amounts that is not logarithmic nor linear.
Durations are not rounded and last their exact amount. However, actions that are performed in intervals, like Damage/Healing [time], are rounded down to the nearest integer, resulting in thresholds that players may want to take advantage of.
Knowledge
Spell Casting Speed
Spell Casting Speed governs the speed at which you cast magical spells.
Spell Casting Time = (Base Casting Time)/(1 + Spell Casting Speed)
0 Knowledge starts at = -95% Spell Casting Speed
Every Knowledge point gives a % increase to Spell Casting speed depending on fixed thresholds
- 0 -> -93%
- 0 to 1 = 0% per point -> (threshold at -93%)
- 1 to 19 = 5% -> -3%
- 19 to 30 = 3% -> 30%
- 30 to 40 = 4% -> 70%
- 40 to 45 = 3% -> 85%
- 45 to 100 = 2% -> 195%
Magical Interaction Speed
Magical Interaction Speed affects the speed with which the player interacts with magical objects, such as Shrines and Portals.
0 Knowledge starts at = -75% Magical Interaction Speed
Every Knowledge point gives a % increase to Magical Interaction Speed depending on fixed thresholds
- 0 -> -75%
- 0 to 15 = 5% each, up to 0%
- 15 to 25 = 7% each, up to 70%
- 25 to 35 = 5% each, up to 120%
- 35 to 84 = 2% each, up to 218%
- 84 to 85 = 1% each, up to 219%
- 85 to 86 = 3% each, up to 222%
- 86 to 100 = 2% each, up to 250%
An Interaction Speed of 50% results in the interaction time lasting for only 67% of the base interaction length.
New interaction length = Base interaction length / (1 + interaction speed)
Memory Capacity
Memory Capacity govern your spell/song cost cap, meaning equipping spells/songs that exceed this cap will not be usable.
0 Knowledge starts at = 0 Memory Capacity
Every Knowledge point gives an increase to Memory Capacity
- 0 to 6 -> 0
- 6 to 100 = 1 each, up to 94
Total Memory Capacity = ceil(Memory Cap from Knowledge * (1 + Memory Cap Bonus%)) + Add Memory Cap
Memory Cap Bonus% and Add Memory Cap are two different Enchantments.
For example, with 12 Memory Cap from 18 knowledge, +8 Add Memory Cap, and 7.7% Memory Cap Bonus, the final Memory Capacity will be
ceil(12 * 1.077) + 8 = 21 Memory Capacity
Spell Recovery
Increases the amount of Spell/(Skill?) Points (SP) you restore per tick.
SP Recharge per tick (SP/tick) = Base Recharge * (1 + Spell Recovery Bonus)
Each point in Knowledge increases your Spell Recovery Bonus.
- 0 -> 43%
- 0 to 28 = 1.5% each, up to 85%
- 28 to 35 = 5% each, up to 120%
- 35 to 84 = 2% each, up to 218%
- 84 to 85 = 1% each, up to 219%
- 85 to 86 = 3% each, up to 222%
- 86 to 100 = 2% each, up to 250%
Resourcefulness
Regular Interaction Speed from Resourcefulness
Regular Interaction Speed governs the speed at which you interact with objects/mechanisms in the dungeon.
Resourcefulness increases Regular Interaction Speed with 60% Scaling. See the Hybrid stat Regular Interaction Speed for more.
Persuasiveness
Persuasiveness determines the duration of Bard songs' buffs/debuffs.
0 Resourcefulness starts at = 0 Persuasiveness
- 0 -> 0%
- 0 to 35 -> 1 each, up to 35
- 35 to 71 = 0.5 each, up to 53
- 71 to 99 = 0.25 each, up to 60
Base buff duration formula:
Scaling x Persuasiveness
Note that as of Patch #2 11/22/2023, Bard's base resourcefulness is 15 instead of 20. Each point in Persuasiveness over the base of 15 grants a 6.66% longer base duration.
For example, Perfectly played Rousing Rhythms have 4.5x scaling and if Bard has 20 Persuasiveness, outgoing buff duration will be:
4.5 x 20 = 90
seconds
This will also get multiplied by the receiver's Buff Duration
Hybrid Stats
Hybrid stats are stats which come from a combination of attributes. For example, Health is determined by both Strength and Vigor.
Max Health
Max Health determines your characters maximum health.
Max Health comes from both Strength and Vigor. Strength has 25% Scaling, and Vigor has 75%, which then get combined into a Sum and translated into Max Health.
Sum = Strength * .25 + Vigor * .75
Each point in their sum gives a % increase to Max Health depending on fixed thresholds
Sum of 0 starts at 60 Max Health
- 0 -> 60
- 0 to 10 = 3 each, up to 90
- 10 to 50 = 2 each, up to 170
- 50 to 75 = 1 each, up to 195
- 75 to 100 = 0.5 each, up to 207.5
Final Max Health = ?
- Comprised of Strength/Vigor, Max Health Bonus%, +Max Health, and %Max Health increases through buffs.
Action Speed
Action Speed governs the speed at which you interact with your weapons, meaning stowing, swapping, reloading or attacking with weapons, as well as the speed of usage of consumables.
Action Speed comes from both Agility and Dexterity. Agility has 25% Scaling, and Dexterity has 75%, which then get combined into a Sum and translated into Action Speed.
Sum = Agility * .25 + Dexterity * .75
Each point in their sum gives a % increase to Action Speed depending on fixed thresholds
Sum of 0 starts at -38% Action Speed
- 0 -> -38%
- 0 to 10 = 3% each, up to -8%
- 10 to 13 = 2% each, up to -2%
- 13 to 25 = 1% each, up to 10%
- 25 to 41 = 1.5% each, up to 34%
- 41 to 50 = 1% each, up to 43%
- 50 to 100 = 0.5% each, up to 68%
An Action Speed of 50% results in the animation lasting for only 67% of the base animation length.
New animation length = Base animation length / (1 + Action Speed)
Regular Interaction Speed
Regular Interaction Speed governs the speed at which you interact with objects/mechanisms in the dungeon.
Regular Interaction Speed comes from both Dexterity and Resourcefulness. Dexterity has 40% Scaling, and Resourcefulness has 60%, which then get combined into a Sum and translated into Regular Interaction Speed.
Sum = Dexterity * 0.4 + Resourcefulness * 0.6
Each point in their sum gives a % increase to Interaction Speed depending on fixed thresholds
Sum of 0 starts at -55% Interaction Speed
- 0 -> -55%
- 0 to 5 = 5% each, up to -30%
- 5 to 15 = 3% each, up to 0%
- 15 to 25 = 7% each, up to 70%
- 25 to 35 = 5% each, up to 120%
- 35 to 84 = 2% each, up to 218%
- 84 to 85 = 1% each, up to 219%
- 85 to 86 = 3% each, up to 222%
- 86 to 100 = 2% each, up to 250%
An Interaction Speed of 50% results in the interaction time lasting for only 67% of the base interaction length.
New interaction length = Base interaction length / (1 + interaction speed)
Other Stats
Physical Damage Reduction
Physical Damage Reduction governs your resistance to physical damage dealing weapons and projectiles. Unlike Magic Resistance that is increased by Will, Armor Rating does not have an attribute stat that it scales off.
Armor Rating can go as low as -300 = -619% Physical Damage Reduction
0 Armor Rating starts at = -22% Physical Damage Reduction
Every Armor Rating point gives a % increase to Physical Damage Reduction depending on fixed thresholds
- -300 -> -619%
- -300 to -3 = 2% each, up to -25%
- -3 to 22 = 1% each, up to 0%
- 22 to 31 = 0.5% each, up to 4.5%
- 31 to 42 = 0.4% each, up to 8.9%
- 42 to 52 = 0.3% each, up to 11.9%
- 52 to 62 = 0.2% each, up to 13.9%
- 62 to 112 = 0.1% each, up to 18.9%
- 112 to 175 = 0.2% each, up to 31.5%
- 175 to 262 = 0.3% each, up to 57.6%
- 262 to 317 = 0.2% each, up to 68.6%
- 317 to 400 = 0.1% each, up to 76.9%
- 400 to 424 = 0.05% each, up to 78.1%
- 424 to 450 = 0.025% each, up to 78.75%
- 450 to 500 = 0.02% each, up to 79.75%
Armor cap is 85% which can be reached by other perks and shrine buffs.
- Graph Starts from -49 instead of -300 for better visibility
Impact Power
Impact Power governs the strength of your weapon strikes against a target, it determines if you can break objects and stagger blocking enemies.
Luck
Luck increases chance of getting better loot rarity. Whoever opens the loot first or kills the mob first is the person whos luck is used to calculate the drops.
Luck stat affects each rarity differently. Luck Cap in the game is 500.
It is only possible to get maximum of 249 Luck in the game currently:
- 50 from Bard's Wanderer's Luck
- Possible 150 luck roll from a large Potion of Luck
- 25 from a Fangs of Death Necklace
- 24(12 x 2) from two Grimsmile Rings
- 1-Junk: Each luck decreases chance by 0.1%, 500 Luck: 0.5x Chance
- 2-Poor: Each luck decreases chance by 0.1%, 500 Luck: 0.5x Chance
- 3-Common: Each luck decreases chance by 0.05%, 500 Luck: 0.75x Chance
- 4-Uncommon is not affected by luck
- 5-Rare: not linear, diminishing returns, 500 Luck: 3.5x Chance
- 6-Epic: not linear, diminishing returns, 500 Luck: 3.88x Chance
- 7-Legendary: not linear, diminishing returns, 500 Luck: 4.25x Chance
- 8-Unique: not linear, diminishing returns, 500 Luck: 4.38x Chance
Luck Value Table
Luck | Junk | Poor | Common | Uncommon | Rare | Epic | Legendary | Unique |
---|---|---|---|---|---|---|---|---|
50 | x0.95 | x0.95 | x0.975 | x1.0 | x1.48 | x1.54 | x1.62 | x1.64 |
100 | x0.90 | x0.90 | x0.95 | x1.0 | x1.90 | x2.04 | x2.17 | x2.22 |
150 | x0.85 | x0.85 | x0.925 | x1.0 | x2.28 | x2.47 | x2.66 | x2.72 |
200 | x0.80 | x0.80 | x0.90 | x1.0 | x2.60 | x2.84 | x3.08 | x3.17 |
250 | x0.75 | x0.75 | x0.875 | x1.0 | x2.88 | x3.16 | x3.45 | x3.54 |
300 | x0.70 | x0.70 | x0.85 | x1.0 | x3.11 | x3.42 | x3.73 | x3.84 |
It is important to note that Luck only increases chance of finding a high tier loot only if looted container/corpse has a chance of dropping high tier loot. So if loot table has no "Epic" drop chance, high luck won't make it drop "Epic" even if you have 250 luck as 0% chance multiplied by 3.16 is still 0.
Check Lootables to see which lootables drop high tier loot.
Loot is rolled when you open the container or kill the mob. (It is not confirmed if Bard's Unchained Harmony rolls the loot table when it opens the containers.)
Enchantment Stats
Stats that come from weapons, armors or jewelry imbued with item Enchantments.
Enchantments that aren't traditional Stats and only exist in a Damage/Healing formula are listed below and can also be found in Damage_Calculation and Healing.
Enchantment | Description |
---|---|
Physical Base Healing | Increases Physical Base Healing performed |
Magical Base Healing | Increases Magical Base Healing performed |
Armor Penetration | Increases the amount of Physical Damage that bypasses enemy's Physical Damage Reduction |
Magic Penetration | Increases the amount of Magical Damage that bypasses enemy's Magical Damage Reduction |
Projectile Reduction | Decreases damage taken from projectiles (Arrows, Throwing Knives, etc.) |
Headshot Damage Reduction | Decreases Hit Location Bonus additively if targeting the head |
True Physical Damage | Increases Physical Damage dealt that is not influenced by enemy defences |
True Magical Damage | Increases Magical Damage dealt that is not influenced by enemy defences |
Weapon Damage | Increases Gear Weapon Damage |
Additional Physical Damage | Increases Physical Damage dealt (not affected by Physical Power Bonus) |
Additional Magical Damage | Increases Magical Damage dealt (not affected by Magical Power Bonus) |
Luck | Increases Luck for obtaining items) |
For the possible values of Enchantments and their historical rolls, see Enchantment Values
Unimplemented Stats
These stats are not yet implemented.
Utility Effectiveness
Determines the bonus effectiveness of your utility items
I can't believe that the physical and magical curves in a game could be modified to be the same. This is too strange. Are the basic damage of melee weapons and magic weapons the same concept? What is the difference between physical damage and magical damage? This is a ridiculous change. I think there is a better solution to weaken the magic profession.I think game planners are being lazy when making this decision.
With this latest patch the notes have:
- Flattened the Physical Damage Bonus (PDB) curve at the upper end.
- Updated the Magical Damage Bonus (MDB) curve so it now matches the new PDB curve.
But in testing last night I noticed that the PDB chart still matches what is in game, while the MDB chart doesn't. Was the PDB chart updated while the other wasn't or is something else going on?
is luck working?
Something seems off with the physical power and the Magic Power chart, as a naked fighter I have 16 Physical Power, shouldn't I have 15? When I equip riveted gloves it jumps to 17 which is correct according to the graph. The same goes for Magic Power
Numbers between Magical Resistance chart and in game (Magic Resist Rating) doesn't match
A nude Fighter has 15 will which equals to 30 Magic Rating, which equals to 7,8 Magic Resis OK
But
A nude Druid has 18 will, looking at the chart this should be equal to 30 + (from 15 to 33: 4 each) 3 X 4 = 12 --> 42 Magic Resist Rating which would be equal to (33 magic resis bottom segment) 9% + (from 33 to 53: 0,3 each) 9 X 0,3 = 11,7% Magic Resis
However in game a nude Druid is displayed with 52 Magic Rating and 14,7% Magic Resis (A player with 52 magic resis does actually adds up to 14,7 magic resis, so it is the will conversion which is different in the chart)
200——300护甲值的物理伤害减免实际上比统计表上的少了0.1%
Which one is better to stack if fighting against Wizard/Warlock?
title
Did they revert the armor scaling nerf? Why does it say 175 to 230 = 0.3% each, up to 48%, it used to be 0.25% per after they nerfed it?
Why can't the loss duration bonus and gain duration bonus be applied to others?
"Cooldown Reduction reduces the cooldowns of skills/perks. Reduced cooldown length = Base Cooldown * (1 - Cooldown Reduction)
Note that perk cooldowns are in the form of a buff/debuff and are additionally affected by Buff/Debuff Duration. Reduced cooldown length = Post buff/debuff duration cooldown * (1 - Cooldown Reduction)"
Since some skills/perk also is affected by Buff/Debuff, how do you implement that to the total skill's cooldown time?
The Item Equip Speed speed section says that weapons equip instantly and therefore don't benefit from the stat, but equipping a Hand Crossbow as a Rogue does seem to have a progress bar (progress circle?). I haven't tested anything with other classes.
Physical damage reduction curve currently isn't correct; they updated it about 3 days ago for Early Access Hotfix #55: "Slightly lowered the amount of Physical Damage Resistance earned per Armor Rating within the upper sweet spot of the curve (~200 Armor Rating.)".
I tested it to double check, and the armor does indeed have some new sort of scaling in the 175-230 region that isn't described above. When I increased armor from 175 to 181, I gained 1.5% reduction instead of the expected 1.8% damage reduction (33% total), and when I increased it by another 15 armor to 196, instead of gaining 4.5% reduction, I only gained 3.7% (36.7% total)
After reading over this wiki to better understand the game and how it works, and finally reaching this page, I feel like this is something I need to point out and see if anyone else agrees: Knowledge is a really frustrating stat because of it's inequality between martial and caster classes.
I understand that Ironmace can't just give every non-caster class a base 5 in Knowledge like Barb has and allocate those extra points somewhere more useful, but it's also somewhat annoying to see that it's not even uniform amongst the other martial classes. Rogue has 10, Ranger has 12, and Fighter has 15. Granted, Fighter has 15 in *everything*, but still, I find it strange and a little irritating that the only true "dump stat" for martials is still at least a two-digit number for everything but Barb. I know Multiclassing used to be a thing sometime before the current update, which I guess is the only reason that Knowledge might be useful on a martial class, but without Multiclassing in the game currently it just feels bad to see these points allocated into a stat that does precisely nothing for martials.
And even WITH Multiclassing, only Fighter has a base Knowledge stat comparable to any of the casting classes (Warlock in particular with their base 15) to make it actually useful in any degree - which feels wrong to me, coming from a Dungeons & Dragons background. In Dungeons & Dragons, Rangers are half-casters while Eldritch Knight Fighters are only third-casters - same as Arcane Trickster Rogues. Yet based on Knowledge in this game, Fighters are on par with Warlocks, Rangers are like half-casters, and Rogues like third-casters. I know that Dark and Darker isn't meant to be one-to-one with Dungeons & Dragons (despite both sharing the D&D/DnD abbreviation, humorously enough), but it still just feels wrong to me. Even from a purely Dark and Darker perspective, if the intent is to give some martials a little bit better Knowledge to incentivize/permit multiclassing into casting, would 10 or 12 base Knowledge even be worth it? Even base 15 Knowledge feels a little limited with it's Memory Cap of 9; a base Cap of 6, and especially 4, just sounds like an awful waste of a Skill slot and Weapon slot to me. And that's even before considering the extra Knowledge, Memory Cap, Casting Speed, etc. rolls you'd want on gear just to catch up and make multiclass casting worth it - rolls which are actively competing against the standard desirable rolls for Rogues and Rangers.
Does anyone else share this sentiment about Knowledge on non-casters being a point of contention? I almost feel like Knowledge should have some other effect that isn't specifically casting-related. After all, every other stat in the game has something it influences that makes it necessary to some degree, like Action and Regular Action Speeds. Why should Knowledge be the only one that gives absolutely no upside to classes that don't have spells, yet still have upwards of 10 Knowledge? I don't even have a proposition as to what Knowledge could influence, because everything else stat-wise makes sense and is well-thought out. Knowledge just feels really weird as a stat that's only important for casters. It almost makes me think that it should be removed, and things like Memory Capacity, Recovery, and Spellcasting Speed should be delegated to other stats. But that would be unfair to casters in the same way that it's currently unfair to martial classes (well, not the SAME way; more like the opposite side of the same coin). I don't know, maybe I'm weird for thinking about it in this way, but seeing how the other stats work compared to Knowledge, it just makes Knowledge feel somewhat flawed, without an obvious fix or solution.
The curve and the spell casting speed calculation are wrong. We now have more spell casting speed than mentioned on the wiki. I did the tests by comparing and calculating with the knowledge on the game. The same may be true of regular interaction speed, which was changed at the same time as spell casting speed.
If a class can manage pull off more than 100% Armor Penetration, Example: 125% Armor Penetration 58 Windlass Crossbow
Will it do a bit more damage?
Thank you in advance!
Does Poisoned Weapon from Rogue is affected by Magic Resist?
What stats should we prioritize to increase damage with bows?
I know that the current move speed limit is 350, if my stats are calculated to 380 and I use a -30 weapon, will I move at 350 or 320?
Does this work, assuming I've got the weapon out in hand when I interact?
Does weapon damage on a spellbook make the spells more powerful? hit more?
Is any stat affect reload speed for crossbow and bow ?