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* The number of damage instances can grow exponentially with the number of '''damage rider sources'''. For example, if you {{SAI|Sneak Attack}} a {{Cond|Burning}} target with the {{RarityItem|Firestoker}}, you will create 4 independent damage instances: the base attack, the sneak attack, '''Burned Alive''' triggered by the base attack, and '''Burned Alive''' triggered by the sneak attack. If you add {{SAI|Phalar Aluve: Shriek}}, this will increase to 8 '''DRS''' instances since Shriek will be triggered by each of the 4 preceding instances. | * The number of damage instances can grow exponentially with the number of '''damage rider sources'''. For example, if you {{SAI|Sneak Attack}} a {{Cond|Burning}} target with the {{RarityItem|Firestoker}}, you will create 4 independent damage instances: the base attack, the sneak attack, '''Burned Alive''' triggered by the base attack, and '''Burned Alive''' triggered by the sneak attack. If you add {{SAI|Phalar Aluve: Shriek}}, this will increase to 8 '''DRS''' instances since Shriek will be triggered by each of the 4 preceding instances. | ||
== Weapon riders | == Weapon riders == | ||
This category of damage increasing abilities applies only to your weapon (or unarmed) attack damage and nothing else. | This category of damage increasing abilities applies only to your weapon (or unarmed) attack damage and nothing else. | ||
One weapon attack will apply each '''weapon rider''' exactly once. | One weapon attack will apply each '''weapon rider''' exactly once. | ||
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If a damage boost is not listed in one of the sections below, assume that it is a '''weapon rider''' by default. | If a damage boost is not listed in one of the sections below, assume that it is a '''weapon rider''' by default. | ||
==Damage | == Damage riders == | ||
Unlike '''weapon riders''', '''damage riders''' can "ride" on damage sources other than weapon or unarmed damage. | Unlike '''weapon riders''', '''damage riders''' can "ride" on damage sources other than weapon or unarmed damage. | ||
This makes them more flexible and potentially abusable than basic '''weapon riders'''. | This makes them more flexible and potentially abusable than basic '''weapon riders'''. | ||
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The top 5 '''damage riders''' in the above list are '''universal'''. They will apply to any damage instance, even ones '''detached''' from a spell or attack. All the other '''damage riders''' involve conditions like <code>IsSpell()</code> or <code>IsMeleeAttack()</code> so any damage instance that is not a part of a spell or weapon attack cannot be boosted by these non-'''universal damage riders'''. Status effect damage like {{Cond|Simple Toxin}} is an example of damage '''detached''' from any attack or spell that can only be boosted by '''universal damage riders'''. See below for a more detailed discussion of '''detached''' damage instances. | The top 5 '''damage riders''' in the above list are '''universal'''. They will apply to any damage instance, even ones '''detached''' from a spell or attack. All the other '''damage riders''' involve conditions like <code>IsSpell()</code> or <code>IsMeleeAttack()</code> so any damage instance that is not a part of a spell or weapon attack cannot be boosted by these non-'''universal damage riders'''. Status effect damage like {{Cond|Simple Toxin}} is an example of damage '''detached''' from any attack or spell that can only be boosted by '''universal damage riders'''. See below for a more detailed discussion of '''detached''' damage instances. | ||
== Damage rider sources | == Damage rider sources == | ||
Damage bonus implemented with <code>DealDamage()</code> (i.e. '''Damage rider sources''') are the underlying cause for much of the unintuitive damage mechanics in Baldur's Gate 3. | Damage bonus implemented with <code>DealDamage()</code> (i.e. '''Damage rider sources''') are the underlying cause for much of the unintuitive damage mechanics in Baldur's Gate 3. | ||
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|} | |} | ||
In Patch 3, {{SAI|Sneak Attack}} could apply to attack roll spells, but this was changed in Patch 4. | In Patch 3, {{SAI|Sneak Attack}} could apply to attack roll spells, but this was changed in Patch 4. | ||
Below is a list of '''DRS''' effects that work with spells, but create '''detached''' damage instances. | |||
Again, the only way to boost these damage instances is with the '''universal damage riders'''. | |||
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;" | |||
|+Extra '''detached''' '''damage rider sources''' that work with spells | |||
!Source | |||
!Damage Bonus | |||
!Notes | |||
|- | |||
|{{nowrap|{{RarityItem|Amulet of Elemental Torment}}}} | |||
|{{DamageText|1d4|Fire}} or {{DamageText|1d4|Acid}} | |||
|The wearer must be standing in a [[Fire Surface]] or in [[Caustic Brine]]. Spell damage will inflict {{Cond|Burning}} or {{Cond|Caustic Brine}} respectively which will immediately apply the first tick of '''1d4''' damage. | |||
|- | |||
|{{nowrap|{{Cond|Gaping Wounds}}}} | |||
|{{DamageText|2|Piercing}} | |||
|Does not work with spells or abilities that use a {{Saving throw}} rather than an {{Attack roll}}. | |||
|} | |||
== Glossary == | == Glossary == |