Does Physical Dmg Increase Truth Of Tarsus Blast Damage

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Does Physical Dmg Increase Truth Of Tarsus Blast Damage
i use lightning strike.
i have every elemental and lightning damage passive skills.
now i must choose one.
attack speed vs physical damage.
50% physical damage goes lightning damage.
which one is best for my highest lightning dps.
since there is no even a site i can test my build and skill's dps
i can do nothing seriously. help me with your experience.
Posted by
rsthrsdj
on Feb 5, 2013, 9:48:51 PM
If you have a lot of +elemental damage on your gear then ias is probably better
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Posted by
taekvideo
on Feb 6, 2013, 1:57:39 AM
'
If you have a lot of +elemental damage on your gear then ias is probably better

i just want to know the truth.
i am not talking about better build or strong build.
i don't care of the game.
i just want to know attack speed vs physical damage in skill tree.
i dont have time to memorize every skills in there. and i can't compare each of them.
just tell me speed or phy dmg is better if i use lightning strike with 100% correct proof with numerical value.
Posted by
rsthrsdj
on Feb 6, 2013, 2:16:41 AM
hi there,
i have a similar problem.. choosing between damage or speed
well, i've done some calculating and dps wise i think 'in general' speed is better than damage
some thought's on why i come to that conclusion:
1. attack speed raises all your damage.
- it doesnt matter if its elemental, physical or converted.
as long as the damage is applied with each hit, it will benefit from more attack speed
2. the way the percenteges are dealt with in the damage formula
- the thing is.. that there are way more buffs for damage than for speed.
that may sounds a bit akward but this fact makes speed actually the better stat.
think about it.
let's say u have a ring that gives u +100% physical damage. would that ring double your total damage? no, of course not. thats because your character will have alot more +phys. dmg % buffs and the ring damage buff would just be accumulated with your 'ordinary' buffs.
take this (simplified)example:
say your weapon does 100 damage
your character has (through nodes, items, weapon specializations etc) a total of +250% physical damage
so u would do 100 + (100*2,5) = 350 damage
now u find that awesome ring that gives u +100% physical damage
so u would do 100 + (100* (2,5 + 1)) = 450 damage
the +100% phys. damage from the ring in this example would translate to 30% more total damage.
ok, thats not THAT suprising. the same thing applies to attack speed.
well.. yes and no.
yes, because the mechanic is indeed the same (more or less).
no, because u will have a much lower speed percentage buffs in the first place. so each 1% of a speed buff u add, will have more value in the formula.
(a melee character with passives alone, can easily achieve 300% increased physical damage. but its very hard to get to 100% increased attack speed)
the funny thing is, that the more u invest in damage buffs the more valuable speed buffs become (and vice versa of course)
so say u have 300% increased physical damage and 100% increased attack speed.
that would mean, that for each 1% of increased attack speed, you would need something like 4% increased physical damage to get to same same amount of more damage dealt (more or less)
that said, there are three things that must be considered.
1. if your build relies heavy on converted damage (like hatred, where +xx% of your physical damage will be added as elemental damage), having more increased physical damage could be better. that is because the actual damage added will be determined AFTER all your damage buffs had been calculated and then added as extra damage.
quick (simplified)example:
100 base damage, 200% buffs, 20% converted (added) damage:
100+ (100*2)+ (100+(100*2))*0.2 = 300 + 60 = 360
so the +20% converted (added) damage REALLY boosts your (raw)damage by 20%
but still.. like i said above attack speed will obviously also increase this type of damage.
2. mana costs
having more attack speed can really drain your mana fast as u will do more attacks.
3. dimishing returns
ok this is complicated..and i have to say, that i am not quite familiar with this topic, so everything i know is from hearsay :)
in later games enemys will have a high armour rate, thats basicly means that:
the more damage you do with each single hit, the more total damage u will effectivly deal.
if you need more hits do deal the same amount of damage, u will effectivly deal less total damage
simplefied explanatory example:
500 damage per hit do 200 damage
100 damage per hit do 30 damage, so 5 hits (5*30) would do only 150 damage
(ok, i'll hope that i am not totally talking bullshit^^
if i did any errors please feel free to correct me)
Last edited by RedNoak on Feb 27, 2013, 7:12:04 AM
Posted by
RedNoak
on Feb 27, 2013, 7:10:13 AM

Does Physical Dmg Increase Truth Of Tarsus Blast Damage Video

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Supported Skills deal 0.5% increased Melee Physical Damage Supported Skills deal (30-49)% more Melee Physical Damage Supported Skills deal (30-49)% more Damage with Bleeding and Poison caused by Melee Hits This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. I got a legendary Acid Spitter with +225% Dmg. Thing out damages my ultimate by a massive margin. My rail gun does that. It makes me so sad. Wait till you get a Truth of Tarsus. As a Colossus you can buff the damage by%65% not counting inscriptions. A single shot deals almost 4 times as much as a single nuke. Well, sorry to say but you're wrong. My 30% Blast inscriptions did infact increase my Blast damage for it. My Blast damage in the field was 9736 Direct hits were 12263 and my Crits were 39940. You can remove that P.S at the bottom of your post now:P. Jan 03, 2017 I am trying to understand what has greater impact on a weapons damage output, base damage vs crit damage, assuming you are using a proper crit weapon. If I had to choose between two riven mods, both with the same crit chance, but one having crit damage, and the other having base damage of EQUAL i.

I want to use bows, and I'm confused as to if a generic 'Increased 15% physical damage' like in the +physical damage and +life in the start add damage to bows. It doesn't say melee. and I've been reading the only bow damage increase skills are the ones that have 'bow damage' in the description of the skill.
Some clarification of this would help me, as I'm entirely new to the game.
Thanks
Posted by
ThatChance
on Jul 2, 2015, 5:09:29 AM
Types of damage in this game:
Physical
Fire
Cold
Lightning
Chaos
If your build has significant physical damage, then the mod will work for you.
What's your build?
EDIT: There are nodes and items and gems that increase Melee damage for your character. That only applies to melee skills.
Last edited by elitedesolator on Jul 2, 2015, 5:13:57 AM
Posted by
on Jul 2, 2015, 5:11:26 AM
I picked the rogue guy, and was going to follow the +physical damage and life tiles through to coordination, sniper, then quickness, and branch out towards pierce and other skills.
Posted by
ThatChance
on Jul 2, 2015, 5:15:28 AM
Posted by
on Jul 2, 2015, 5:26:29 AM
I haven't the slightest idea what the long run of the game looks like, I figure being my first time I'll just play and see how the dice fall, then later make a new person with a better idea of what I'll be looking for.
I'm kind of just looking at a bunch of bow spheres and see how far I go heh
Posted by
ThatChance
on Jul 2, 2015, 5:35:05 AM
Yeah that's a good idea.
FYI good physical bow builds include Split Arrow and Tornado Shot.
You can search around the forums regarding those builds and and get a general idea about the kinds of items and skill tree that experienced players use to build up a solid character.
Posted by
on Jul 2, 2015, 5:54:40 AM
ya just generic 'physical damage' will apply to bows, melee, spells, any source of physical damage, stuff that is specific like 'physical with bows' '.with swords' 'projectile damage' etc apply to specific things obviously.
Posted by
on Jul 2, 2015, 8:05:37 AM
There are a few categories each skill goes into:
What type of offensive ability is it?
Cast, Attack
From Cast, there is
Cast & Non-spell 'Cast'
Cast & Spell, this is called 'Spell'
From Attack, there is
Attack & Melee 'Melee'
Attack & Projectile 'Attack, Projectile'
Attack & Bow 'Attack, Bow' as well as projectile damage modifiers
What Element is it?
Physical, Chaos, Cold, Fire, Lightning
Physical & Chaos : Not affected by 'Elemental' Modifiers (Increased Elemental Damage etc.)
Cold, Fire, Lightning : Affected by 'Elemental' Modifiers
*Note that Element in the question's context is used in this case for easier distinguishing of the damage types. As stated above, only Cold, Fire, Lightning are affected by 'Elemental' Keywords.
Cast abilities scale with cast modifiers but not spell modifiers without the spell keyword.
Spell abilities scale both with cast and spell modifiers.
Melee abilities scale attack and melee modifiers.
[Attack, Projectile] abilities scale with attack and melee modifiers. They do not scale with bow modifiers unless they have the bow keyword.
Bow abilities scale with attack and melee modifiers. Without the projectile keyword, they will only scale with projectile damage modifiers but not all other projectile modifiers. This last point varies between skills.
As long as the ability contains a stated element, that element modifier will affect the ability. If my Arc does pure physical damage, then increased physical damage will affect it. Note that damage conversion will allow abilities to be affected as long as the original damage type is being affected. Note that most passives do not double-dip.
Additional Tags:
Duration, Movement, AoE, Trap/Mine, Aura(always AoE) etc.
Duration : Duration can be modified with passives and supports.
Movement : Causes movement. Can be affected by movement modifiers.
AoE : Classified as AoE. Affected by AoE modifiers.
Trap/Mine : Creates a trap/mine that uses a skill. Causes trap/mine damage if damage is a direct result of the trap/mine.
Aura : Is an aura and affects allies within the AoE. Can be affected by Aura modifiers.
Note that the lack of such tags means some that innate property cannot be modified. For example:
Projectiles have a 'duration' before they fizzle out, but this innate property cannot be modified. Fireball will explode after a certain distance, arrows don't fly infinitely etc.
https://www.pathofexile.com/forum/view-thread/1394759 - Suggestion for beginner tutorial.
Posted by
Exialis
on Jul 2, 2015, 3:47:18 PM
Posted by
ThatChance
on Jul 2, 2015, 4:22:34 PM
Physical damage can be mitigated by armor. Elemental damage (fire, lightning, cold) can be mitigated by resistances to said elemental damage. Chaos damage can only be inflicted by poison (AFAIK) and con only be mitigated by chaos resistance.
I would not put a lot of passive skill points into straight bow damage .. go for projectile damage instead .. that covers the bow and any other attack that launches projectiles.
Happy Hunting
Posted by
kkjhhbeb
on Jul 2, 2015, 7:28:13 PM

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