If you are using a Divine Avenger for example, how is computed the total damage when you are hitting a mob ?
Does it choose the most sensible type of damage for the mob and use it, or does it use both types damage and add them together ?
If you are using a Divine Avenger for example, how is computed the total damage when you are hitting a mob ?
Does it choose the most sensible type of damage for the mob and use it, or does it use both types damage and add them together ?
It always does both damage types, at the same time. It's like a weak normal sword and a weak elemental sword, hitting the monster simultaneously. Presumably the damage calculation goes
final damage = elemental damage * elemental factor + normal damage * 1.0,
where "elemental factor" is either 1.0 (for slimes, fiends) or maybe 1.5 (for constructs, undead) or maybe 0.25 (for gremlins, beasts).
I'd be far more interested in seeing how damage is calculated vs players, seeing as we don't have set % mods for weakness or resistance, and go off stat bars
But yeh it uses both, oddly the "pure" piercing swords seem to do split normal damage as well, but retain the resistance of a pure type vs slimes and constructs
Only the first hit is half normal/elemental. Subsequent hits and the charge attacks usually will have more normal damage and diminishing special damage. Like moogzor mentioned, even pure swords calculate their damage like a split sword, they just have better/worse damage multipliers depending on the target's resistances.
You can read more about split vs pure damage calculations here:
http://forums.spiralknights.com/en/node/9955#comment-57112
I didn't completely understand that thread, but it seemed to suggest EXACTLY the same formula I gave: E * Ebonus + N?
What's more interesting (if true) is that later hits in a combo do more normal, but no more elemental. I'll think about that some more.
Uses both damage types.