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Will it be correct to say that most weapons come with one of these Damage Types, while some rarer weapons may contain multiple?--AnotherArk (talk) 22:13, 5 January 2014 (UTC)

That's not correct. Some weapon types(known are: Pollaxes, War hammers and Morning stars) deal two physical damage types. They use for each enemy the more advantageous of those two damage types. So all War hammers have two damage types.
Some weapons will also do additional elemental damage. So they will deal the damage type of the base attack and the damage type of the elemental attack--Prometheus12345 (talk) 17:19, 7 January 2014 (UTC)
What about magical implements? Can we say that: All weapons have at least one physical damage type, but some weapons do more than one type of physical damage, like a War hammer (both Crush and pierce) or Pollaxes (both Slash and Crush). Having resistance to only one type will not protect you from the other.
Also what about elemental damage, is it mostly the domain of magic and only secondary effect to melee?--AnotherArk (talk) 22:44, 2 May 2014 (UTC)

Information about damage types from Update #36 is outdated. The difference between damage types isn't damage or damage threshold negation anymore. In the current design the difference comes from percentage multipliers against a specific damage type.--Prometheus12345 (talk) 15:46, 14 January 2014 (UTC)

I'll keep that in mind and thanks for patrolling the edits. Btw IMO some of the info mentioned is still relevant e.g. Crushing is the best choice when dealing with very heavily armored targets(Full plate) and Slashing is likely still best choice when targets have little to no armor, so Piercing would have to fit the intermediary niche(just like Crossbows). Moving from one system to another of representation shouldn't effect that. Anyway, lets hope that JS will drop us more info on in game Damage type applications. --AnotherArk (talk) 17:03, 14 January 2014 (UTC)

I did some in-game research about how damage reduction is calculated when dealing with "lash" weapons (the ones that add +25% elemental damage). The game seems to consistently apply it in the following way: Take 25% of the attack's damage (before damage reduction), then subract 25% of the enemy's relevant damage reduction. So if an attack does 40 base damage against an enemy with 10 cold resist, the cold damage will be 10 -2.5, or 7.5 total.

However, this is only consistent for the lash weapons. For the life of me I can't figure out Flames of Devotion. Even when enemies don't have any damage reduction, it seems to apply a different amount of burning damage than the 50% listed. This is testing on a character with no modifiers to burn damage, so I'm confused why this is happening. Mechalibur (talk) 21:50, 9 September 2015 (UTC)

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