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Thread: Augment Or Not?

  1. #1
    Community Member LiveRoach's Avatar
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    Default Augment Or Not?

    I enjoy playing Worlocks...Not for any other Reason except I like to shoot magic from my hands. LOL How do I increase his DMG other than with the enhancment trees....Example, there are Augments for Melee power, Range Power, As well as, Deadly weapons with multiple extra damage types added. What adds damage to Eldrich Blast? I noticed the topaz Damage Augments don't specify weapon damage, Only that it adds damage. Where as Deadly weapons say its weapon damage that is added. Let me say, I'm not a newby but there are still things that go over my head when figuring stacking bonuses or the relation to Stat scores and how much they affect damage. But my level 12 electrical Warlock has his electric/magnetic numbers at around 200, force 176 and Light at 207. I run level 15 quest without a problem but always want to up my damage as much as possible. I'm not concerned about specific gear or level max.... I know I will gain as I level and upgrade but what things can boost the damage to get the most out of the Eldrich Blast? Is there only spell penetration and Evocation bonuses? I know range damage has no effect.

  2. #2
    Community Member Wahnsinnig's Avatar
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    Augments you ask about does nothing for your blasts.

    You need items with the correct spellpower for the blasts you use.

  3. #3
    Community Member LiveRoach's Avatar
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    Quote Originally Posted by Wahnsinnig View Post
    Augments you ask about does nothing for your blasts.

    You need items with the correct spellpower for the blasts you use.
    Thank you, But that I understand. How can I boost it more is the question, basically.
    Life is just a stroll through a Savage Garden

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    Quote Originally Posted by LiveRoach View Post
    I enjoy playing Worlocks...Not for any other Reason except I like to shoot magic from my hands. LOL How do I increase his DMG other than with the enhancment trees....Example, there are Augments for Melee power, Range Power, As well as, Deadly weapons with multiple extra damage types added. What adds damage to Eldrich Blast? I noticed the topaz Damage Augments don't specify weapon damage, Only that it adds damage. Where as Deadly weapons say its weapon damage that is added. Let me say, I'm not a newby but there are still things that go over my head when figuring stacking bonuses or the relation to Stat scores and how much they affect damage. But my level 12 electrical Warlock has his electric/magnetic numbers at around 200, force 176 and Light at 207. I run level 15 quest without a problem but always want to up my damage as much as possible. I'm not concerned about specific gear or level max.... I know I will gain as I level and upgrade but what things can boost the damage to get the most out of the Eldrich Blast? Is there only spell penetration and Evocation bonuses? I know range damage has no effect.
    The base eldritch blast damage is increased by force spell power. There are enhancements that change the eldritch blast damage to evil or piercing. Evil damage is alignment damage which is increased by light spell power. Piercing spell damage is increased by force spell power so no change from the base eldritch blast as far as spell power/crit are concerned. Tainted Scholar also has enhancements that increase your eldritch blast damage dice. And there are feats you can get later to increase the damage dice.

    Then you add in your pact damage type and increase that damage type's spell power/crit.

    Edit: Increasing your Spellcraft skill also increases the relevant spell power(s).
    Last edited by misterski; 10-14-2022 at 12:14 PM.

  5. #5
    Community Member Inanout's Avatar
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    Spellcraft augment may help.
    Protect the Silver Flame at all costs!

  6. #6
    Community Member C-Dog's Avatar
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    Misterski covered the basics. You want to increase the Spellpower related to the attacks you're using.

    o https://ddowiki.com/page/Spell_Power...d_damage_types

    The Warlock "blast" has 2 parts: the Eldritch blast itself, which increases automatically every few levels and is listed in the character advancement chart, plus the Pact damage, which also increases with Warlock level and also with certain Enhancements (typically Tainted Scholar tree*).

    The default blast is Force, plus X-element for Pact damage component (so make sure you have that toggle turned ON - and see footnote*). Common wisdom is to grab the Utterdark Enhancement (TS tree), which turns that Force damage into Evil (aka Alignment) damage.

    (This is all denoted in-game by the color of your blast. Turn your Pact damage off (toggle) to get a purple blast/aura, which is the default Force.)

    o Force = Impact/Force/Kinetic/Impulse spell power
    o Alignment = Light/Brilliance/Radiance spell power
    o Pact = element varies, depending on chosen pact

    Note that if you never turn Utterdark off, you can largely ignore Force for blasting. (However, Evard's Black Tentacles uses Force, so it's advised to fit it in at some point.)

    Different Enhancements and damage spells use different spellpowers (but Enhancements most are Alignment, so that's covered). Check specifically.

    If you can't find the spellpower you want/need, Potency is found on many items, and it covers all spellpowers. However, it typically is much smaller than a specific spellpower boost at the same level.

    o Also, "Universal" spellpower stacks fully with all others. Some items, and many Enhancements, add Universal spellpower.

    Don't forget the "critical" (aka Lore) half of any/all spellpowers. With all a warlock's blasting, these can trigger quite often during a battle and add up fairly consistently.

    Also, keep an eye out for different types of sources - enhancement, equipment, profane, insightful, etc - those stack. Sources of the same type do not stack.

    And the Spellcraft skill adds to all these (except Sonic (Fey Pact), which is Perform skill).


    (* Footnote re Pact Damage - Some few builds ignore Pact damage (and most of the TS tree) and focus entirely on Eldritch blast. Pact damage gets a Saving Throw, Blast damage does not. This means that, to get the most out of your Pact damage portion of a blast, you want to increase your Evocation DC to make it harder for targets to save for half damage* against that part.

    (* Or, for Pacts that allow a Reflex save (Fey & Celestial pacts), zero damage from Pact if that target has Evasion!)

    Do not ignore your Pact damage unless the build you're following specifically directs you to do this - look at the build Enhancement plan and decide accordingly.)


    All that said - what an Augment gem would do is to fit an extra Spellpower in to your gear tetris. Doesn't help the Critical part, but the base damage will thank you.

  7. #7
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    Quote Originally Posted by C-Dog View Post
    plus the Pact damage, which only increases with certain Enhancements (typically Tainted Scholar tree*).
    Small quibble, pact damage dice go up with every even warlock level, so 10d4 at level 20 warlock.
    Last edited by misterski; 10-14-2022 at 03:12 PM.

  8. #8
    Community Member C-Dog's Avatar
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    Quote Originally Posted by misterski View Post
    Small quibble, pact damage dice go up with every even warlock level, so 10d4 at level 20 warlock.
    Small but important, fixed, thx.

    (Did you have to quote the whole thing for that? )

  9. #9
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    Lantern Ring/Brightgaze will add damage to your EB

    After the next update you can add Imbue die to your blast with the ES T4 too, that'll be on an augment

  10. #10
    Community Member C-Dog's Avatar
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    Quote Originally Posted by droid327 View Post
    Lantern Ring/Brightgaze will add damage to your EB
    Huh - interesting. Not sure if +2d6 damage (3d6 for the Ring upgrade) is worth the slot at that level, but still, it's something.

    Sez "cooldown: 1 second", which is slower than a lock blasts. In practice, how much damage does that scale up to?

    o https://ddowiki.com/page/Item:Lantern_Ring
    o https://ddowiki.com/page/Item:Brightgaze

  11. #11
    Community Member Fisto_Mk_I's Avatar
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    Quote Originally Posted by C-Dog View Post
    Huh - interesting. Not sure if +2d6 damage (3d6 for the Ring upgrade) is worth the slot at that level, but still, it's something.

    Sez "cooldown: 1 second", which is slower than a lock blasts. In practice, how much damage does that scale up to?

    o https://ddowiki.com/page/Item:Lantern_Ring
    o https://ddowiki.com/page/Item:Brightgaze
    If other scaling not typed specifically, it's usual 100%. So, if you have 1000 SP, it multiplier average damage 11 times.

    Check this, it may help too:

    Resonation
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  12. #12
    Community Member archest's Avatar
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    as stated no melee augments will effect your blaster ( They effect the weapon your holding if you turn off your blaster and use the weapon)
    critical chance to hit (Lore %)
    critical damage multiplier
    spell power for your chosen pact (corrosion for Acid) scales with spell power
    spell power for the blaster damage ( impulse for Force) scales with spell power

    you can add other elemental spell powers for other blaster damages such as evil which will work when your blaster is set to evil.
    or when using spells.

    elemental augments leave space in equipment for other enhancements and room to grow the item with your toon such as a true seeing goggles of feather fall and an augment of 34 combustion ( spell power augment) can upgrade though the life of the character.

    not sure if any guard items would work for the scepter your holding unless your blocking with it and your hit.

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