Are weapons and armor damaged by anything other than death?
Okay, so each item has durability. Other than by death, what makes an item lose durability? I'm assuming attacking makes the weapon lose durability, but other than that:
But I guess this all boils down to when does an item lose durability, and at what rate does that happen?
, secondary weapons, belt items, packs, armor, and maybe perks too (I don't have any yet so I can't confirm). What does a player do to accumulate item xp? Is it as simple as including the item in a loadout and playing a match or do I have to use the item in some way? At what rate is this xp accumulated? Can I do anything to influence that? Speculation: Does holding/firing/damaging with a weapon matter? Does throwing/damaging with a grenade matter? Does skiing/jetting/getting damaged with an armor matter? Do activatable packs need to be active to get xp? Do passive packs need to be functioning
the weak spots on both the Soviet and German tanks? What effect does disabling each of them have? How do I tell whether my hit disabled (not just hit/damaged) something important? My own findings so far. Some are based on various guides, others my own. AT rifles lose effectiveness over range, but they still work at ranges most combat takes place in the game (150 metres or so). Angle of attack... that don't penetrate. Medium-sized puffs of smoke mean something was damaged. Large explosions are just explosions, but strangely enough, they don't seem fatal. A crew member's death is indicated by a large
Possible Duplicate: How does +% damage on weapons work? Now that I'm nearing level 60, I'm seeing many weapons that have +% damage on them. Is this number already factored into the listed DPS of the weapon? Does this number affect anything beyond the base damage of the weapon it is on? If so, how? Does it affect my off-hand weapon if I'm dual wielding? Is it applied before my primary stat's multipliers? Basically, I'm curious if I can safely ignore this property on an item when doing comparison shopping in the AH because it's already factored into the listed damage range
While reparing your items was just a nuisance before patch 1.0.3, at least as long as you didn't die excessively, it is a very significant gold drain now. I'm trying to understand which factors affect the cost of repair and the amount of damage I have to repair. How exactly is the repair cost calculated. I understand it is connected to the ilevel of my equipment, but how does it work exactly. When are my items damaged and how much? The 10% on death are obvious, but for the non-death-related damage: Is it based on how often I'm hit or on how much damage I take? Do abilities that absorb
Possible Duplicate: Is there a way to tell the AH not to take Gems into account when searching? If I search for a chest armor with a socket having 100 dexterity, I often get armors with 50 base dexterity having emeralds. This is not was I am looking for. I want to get an armor with 100+ base armor that I can equip with my emeralds, so I can push it to 150 or more. Is it possible to exclude gem effects from the results for my query? Because both alternatives are not really good: I can search for the end result (e.g. 150 dex), but I will also get really expensive Armor that has
Possible Duplicate: What does durability do? I noticed that I have to repair my weapons every so often (as I am now above level 10), and I was wondering how the durability percentage affects the weapon, if at all. Is it something like: 100%- no effect 80%- 10% damage reduction 60%- 20% damage reduction etc. Or does the weapon just break when the durability reaches zero with no effect on the weapon before it reaches this point?
damage, low rate of fire weapons, and vice-versa? How do they stack with Upgrade Circuits that increase damage? What are their effects on enemies? Does the enemy react differently, depending...I'm trying to optimize the DPS and effectivity of my weapons. With that goal in mind, I would like to know how attachments that add damage effects to projectiles work. Those attachments are: Electric Charge Flame Glaze Acid Bath Damage Support I would like to know: How do these attachments compare to each other in terms of damage added to each projectile? How do they add damage
will randomly teleport enemies away when they hit Other than these, I don't see any other spells that help my character stay alive. So my question is simple: what's the best way to keep an Embermage alive...The Embermage class, unlike the other three available classes in Torchlight 2, seems to lack any decent defensive spells: Death's Bounty is arguably the most useful defensive spell, allowing you... of this class, at least in my experience). What are some tips to keep my Embermage alive and well?
Possible Duplicate: How does Magic Find work in Guild Wars 2? Currently my armor, weapon, and accessory is set up to maximize magic find. my gear is as follows: +18% magic find from having 6 explorer armor pieces. +60% magic find from having 5 pieces of Superior Rune of the Pirate and 1 piece of Superior Rune of the Explorer. 12% from two single handed explorer weapons that both...? If that is the case then I rather not waste using the consumable since it will add negligible difference. If it is additive, what happens when you have over 100% magic find?