Attack rating is an integral stat in Diablo II combat that determines the chance of hitting a target. It is displayed on the Character Screen and shows the percentage chance that you will hit the targeted monster. If your Attack Rating is too low, your attacks will often miss. To increase your Attack Rating, increase your Dexterity or equip magic items that provide bonuses to it.
In Diablo 2 Resurrected, your character rolls the dice to determine if an attack hits or not. Hit Chance is determined by three primary Stats: Defense, Attack Rating, and Level. In Diablo II, anything that involves hitting an enemy does not benefit a spell.
The higher your Attack Rating, the better your chances of hitting a target. In late game, +1000 isn’t much. However, the higher your Attack Rating, the better your chances are. Spells cast from staves use the staff’s Sorcery Scaling, not the weapon attack. Sorcery Scaling can be upgraded by upgrading the Staff’s Sorcery Scaling.
Spells are not directly related to elemental damage, but many WDM skills like Enfilade or Earthquake add flat elemental damage to missiles. Some AOE damage spells are inconsistent, with different damage dealt on each enemy even though there’s no boost/resist or wards.
In summary, Attack Rating is a crucial stat in Diablo II combat, determining the percentage chance of hitting a target and the chance of the targeted monster. Players can improve their Attack Rating by increasing Dexterity and equipping magic items that provide bonuses.
📹 How Attribute Scaling Works in Elden Ring
For a lot of players, especially newer ones, the scaling system in Elden Ring is extremely confusing. This video breaks it down and …
Does extra attack effect spells?
A spell constitutes a full action that is not related to an attack. It should be noted that the ability to cast a spell is not permitted by the “multiattack” designation. It is still possible to cast a spell as a bonus action.
Do spells get critical hits?
In DND 5e, spells that require an attack roll, such as the Firebolt cantrip, can critically hit. However, spells relying on a saving throw, like Sacred Flame, cannot crit. To guarantee a critical hit, exploit conditions like Paralysed and Unconscious, which automatically make attacks into critical hits. Gaining an advantage on attack rolls can also increase the chance of getting a critical hit, such as flanking, using the Greater Invisibility spell, or using class-specific abilities like Reckless Attack.
Does Dex make spells faster?
The Dexterity Cast Speed Guide for The Elden Ring elucidates that dexterity exerts an influence on the casting speed of sorceries and incantations, with points exhibiting a modest augmentation in casting speed. The degree of variation in casting speed is dependent upon the specific spell in question. Information regarding the progression of dexterity in Elden Ring will be forthcoming.
Do spells count as ranged attacks?
Ranged attacks are typically disadvantageous if a hostile creature within 5ft can see the attacker and is not incapacitated.
Does on hit apply to spells?
Blade Vortex is a spell that rapidly initiates physical attacks, rendering it a valuable asset in close-quarters combat. Upon impact, the spell functions with both spells and attacks, though it is not applicable to passives such as RF. The spell is only effective when used in conjunction with attacks and spells, respectively.
How are spell attacks calculated?
The spell attack modifier in Dungeons and Dragons is a crucial calculation used to determine if a spell hits its target. It is calculated by adding the Proficiency Bonus and Spellcasting Ability Modifier. This post explains the mechanics and math behind spellcasting, including concepts like spell save DC, spell attack modifier, and damage scaling. The spell save DC is a predetermined number that a player must roll against when casting a spell that requires a saving throw. Understanding these principles can optimize characters and enhance gameplay experiences.
Do spells count as attacks in Poe?
Spells are defined as skills that have the capacity to inflict damage upon adversaries or to exert beneficial or detrimental effects upon the caster, allies, or enemies. In contrast to attacks, spells fall into one of two principal categories. Spell damage is one of four potential sources, and can be mitigated by the application of spell suppression. The Kinetic Blast skill, which ranges in quality from 1 to 20, has the capacity to create additional explosions.
How do attack spells work in 5e?
Spells are discrete magical effects that shape the energies that suffuse the multiverse into a specific, limited expression. They are created by a character carefully plucking at invisible strands of raw magic, pining them in place in a specific pattern, setting them vibrating in a specific way, and then releasing them to unleash the desired effect. The attack bonus with a spell attack equals the spellcasting ability modifier + your proficiency bonus.
Most spells that require attack rolls involve ranged attacks. Spell casting rules vary among character classes and monsters, but they follow the same rules. In most cases, the desired effect is unleashed within seconds.
Do spells have attack bonus?
Some spells require an attack roll to determine if the effect hits the target. The attack bonus with a spell attack equals the spellcasting ability modifier + proficiency bonus. Most spells require ranged attacks, but disadvantages exist if within 5 feet of a hostile creature. Academies of magic group spells into eight categories called schools of magic, which scholars apply to all spells, believing all magic functions essentially the same. Schools of magic help describe spells but have no rules of their own, although some rules refer to them.
Does attack speed affect spells?
Normal attacks and attack skills are based on the weapon’s base speed, which can be increased by attack speed modifiers. Dexterity-required weapons have higher attack speed than strength-required ones. Attack speed does not increase spell casting rate; it is used for casting. Characters have specific attack speed stats, such as 10 more attack speed while Dual Wielding and 4 increased attack speed per Frenzy Charge.
Does hit rating affect spells?
Hit rating is a combat rating system introduced in Patch 2. 0 and the Burning Crusade expansion. It increases the chance to hit with spells by a percentage, and as a player’s level increases, the points needed to achieve +1 chance also increase. Prior to Patch 3. 0, Hit Rating only increased the chance to hit with melee and ranged attacks, while a separate stat called Spell Hit Rating increased the chance to hit with spells. In Patch 3. 0, Hit Rating now increases the chance to hit with both spells and melee/ranged attacks.
📹 Understanding Weapon Mechanics In Elden Ring: Scaling, Affinities, And Ashes Of War
An in-depth explanation of Elden Ring weapon mechanics, including affinities, ashes of war, weapon reinforcement, weapon …
Good intro for beginners but there’s quite a bit omitted about the nuance of base damage VS scaling. Long story short, some weapons are good for low level cause base damage is high and scaling is low. Some high scaling weapons aren’t great at low levels because the base damage tends to be low and they expect crazy high levels to reap benefits. So often weapons with d/e scaling can outperform A/B scaling if you haven’t speced much into that stat. Next lesson, so at what point does a high base damage weapon with low scaling start to lose to a high scaling low base damage weapon? Depends, but this is where soft caps and stat tables come in.
Important to note, each letter represents a range of values so the difference between a letter can theoretically be as low as less than 1% yet the same letter can differ around the 10-15% area. Of course, afaik there is no way to know the exact value of the scaling atm. Edit: AR calculators show the scaling values, and you can guess the scaling value based on what upgrade level a weapon changes letters which is easy to find on the wiki.
I thing i feel people never bring up is that there are multiple wet stones that will allow you to add any affinity you want on every ash of war. For example, with the black wet stone, you can turn every ash of war into occult affinity, giving the weapon bleed and S scaling in arcane. There is a stone for every affinity type, so if you collect them all, you can literally make any weapon any affinity you want with any ash of war you want. Certain weapons perform stronger with certain affinities, but the option is yours.
4:29 It doesn’t matter whether we make sure to check the stats before applying any Ashes of War because applying an AoW is never permanent. So many new players to Elden Ring refuse to add Ashes of War to their weapons because they don’t want to make a poor choice and fear that it’s permanent. Add whatever AoW you’d like because it’s very easy to just switch them out whenever you’d like. Experimenting with them is going to help you out way more than being afraid to add an AoW to your weapon out of fear that you chose one that sucks or doesn’t match your style.
Thanks for the explanation. I’m still a bit confused about the “the best rank you can have is S and then it progressively gets worse all the way down to E”. So is it: S -> A -> B -> C -> D -> E? It’s just that “S” seems at the other end of the alphabet to the rest of the scaling characters, so I don’t really understand how it works?
Great article! The only thing I think missing that I would add is that sometimes as you level up a given attribute, the scaling will increase. I.e. Keep on pumping intelligence and eventually a weapon might go from C scaling to B scaling without making any other adjustments. Something else to keep an eye on. 🙂 As others have said, fantastic explanation and great article. S tier quality content indeed! Thank you.
Clear and helpful. You glanced over one part though. The scaling is tied to a multiplier, this you said. 5% for e. 20%for d. 40% for c, 60% for b, 80% for a, and 105% for s. However that is not the whole picture. The weapon has a scaling. For now that is hidden. This scaling goves your weapon a boost. That boost then gives the letter. For instance your uchi +4 and +5 had the same d and c scaling, but the number after it went up. Base damage was 222. Bonus was 117. That is +52,7%. New damage is 243. With the same bonus percentage you would have 128 extra. You got 130+. This is because the scaling went up too, allongside the base damage. However the scaling did not go over 60%, so it never got to b. 41% ang 59% both are c scaling. But you can not see that, only the letter. If 2 weapons have c scaling they have the same, but they still are boosted diferently. Similarly, 59% and 60% are very close, but here there is a letter difference. One scales c and the other b. But they would have roughly the same boost
Nice article, thanks for breaking down the basics for me! Q: @1:16 When exactly does that “plus damage” (to the right of the weapon’s base damage) come in to play? is it randomly applied to enemies as you attack w/ your weapon? Or maybe when charging up a strong attack? Or at the end of a chain attack/combo? so in this example, it would be 222+117=339 total damage
Great article I was interested to see more of a detailed breakdown of specifically the rate at which things increase depending on the letter grade which thinking about it seems like a little bit of a more complex article but I’m sure there’s a hard-core fan out there dedicated enough to figure it out thanks for helping the people
Great article! Although, I have an additional question: Do the soft caps of the stats affect the weapon scaling? Lets say you have a weapon that has an S in DEX and STR scaling and you already reached the soft cap for DEX. Will increasing your STR result in more additional weapon scaling points in this case? Or is it a fixed number of points per stat spent (depending on the scaling), regardless of the soft caps? Sorry for the in depth question and thx in advance 😅
The stats in this game are all sorts of nonsensical. AND It doesn’t explain SHIT. Is the defense number percent or some random unit? Is the guarded defense percent or some sort or random unit or a combo? Is your level defense a percent or some random unit? Is your attribute defense a percent or some random unit? Is your passive effect defense percent or some random unit? Is your equipment defense a percent or some random unit?! Is your equipment passive effect a percent or a unit!?!? And why does equipment passive effect defense number add together with your level passive effect defense number??? And why doesn’t your level defense number add with your equipment defense number like the passive effect defense numbers do?? Why does my weapon scale so horribly with dex when it says “dex C” and “strength D” and it actually gets more damage from strength instead!? AND I’M LEVEL 16 STRENGTH AND LEVEL 18 DEX!! I don’t understand!!! Does strength matter much more for weapon damage than dex does!? It certainly seems like it. When you have a weapon that has two attributes like strength and dex, do they add together to make double the dmg? Or do they half and half together??? Or some combination of the two? Like is strength 66% of the dmg and dex 33%? Is it stronger to have a weapon that is strength C + dex C? Or a weapon that is just strength C?? And your level for both strength and dex is the same. I would guess that it would be twice as strong if you had strength C AND dex C, but it doesn’t seem that way.
For all you new people to elden ring and souls likes, enjoy your gameplay and play the way you want to, now if you don’t want garbage late game potential or terrible stat usage that will screw you over later on don’t make a faith based katana heavy, play into it’s strengths like, oh I don’t know, DEX. Yikes, otherwise the guide’s pretty good at explaining the basics of it it’s not too complicated. All this to say play to the strengths of your stats and yourself and you’ll be fine in these games
My build is dex/int i play dual wield with moonveil in main hand and uchi in second hand so obviously i should focus on int as moonveil scales best with int. My question is: If i’ll change ash of war in uchi which is in second hand so it will change dex scalling from let say D to C will that improve my damage while attacking only L2 (uchi) while atacking both L2 (uchi) and R2 (moonveil) or wouldn’t change anything because it’s in second hand?
One clarification about something you said that could confuse newer players: Ashes of War by themselves DO NOT affect your scaling. It is only Affinities that change this. The reason that every Ash of War changes the scaling as you scroll past them is because each AoW has a “default” Affinity. You’ll notice this Affinity will automatically be selected when you select the AoW, even if it isn’t the first in the list. If I take a +5 Uchigatana with 20 STR and 20 DEX, and put Bloodhound’s Step on it and make it Keen, but then later take it and put Raptor of the Mists on it instead, but still make it Keen, the damage scaling is identical. This applies to Elemental Affinities as well, so even if I take say, Flame of the Redmanes or Gravitas and put it on the same weapon, as long as I make it Keen, it will have the same amount of damage.
Wow! Wow wow wow! I have been playing for about 4 days now and this is my first from software game and I have no idea what I’ve been doing. I have been perusal YouTube articles everyday to try to learn what stats and scaling is but I have been struggling. This is the first article that took the time and explained it in a way that I could understand! I am so excited to start playing again and start looking over my ashes of war and weapons
Tbh I love that you can respec basically all you want. There’s a ball you can farm from unlimited tears. I’ve stopped at 150 as I’m seeing a bunch of people fighting if 150 or 125 is “meta”. Personally 150 feels good and you got some kinda flexibility to really dial in so many different builds. I switched to a int/dex for the moonviel and was having fun with it but got boring super quick and I much prefer the incantations in the game over sorcerery so I’ve been messing around and tryna come up with a faith bleed build (I don’t got everything like I’m missing hella tailsmen and tears for my flask and armour pieces so I can’t really perfect it rn but I’m tryna do a bleed build as I liked that but I want incantations so I’m tryna figure out my own Arc/fai build with how all the weapons I want to use are I can’t seem to get a B or even a C in Arc scaling so I gotta some how figure out a viable Dex/Faith/Arc Build and at 125 that’s just not possible but 150 I think I can make it work. Ik what min stats I needed for everything except endurance (so I may be wasting a few points and I wouldn’t know) but i gotta test the one with min dex before I change it. Maybe I’m just trippin over a D arc scaling for now (lvl 12 or 4 weapons)
You forgot to say that the Attribute scaling many times straight up lies. For example the lordsworn straight sword says that it has a D in str and a D in dex so the scaling must be equal right? No you get less dmg by investing in str or investing in qualit str/dex. You get the best dmg by investing in dex cause the scaling lies and dex is the best stat for this sword, the same thing applies to a lot of weapons so always test what your weapon is best for.
Love the breakdown, a couple points I feel like are good tack-ons since it relates to a newbie trap I see from players constantly: 1. The difference between S, A, and B scaling isn’t unnoticeable, but Elden Ring tends to compensate by giving lower scaling weapons higher base damage. 2. With that base damage in mind, I’d advise targetting stats based on the minimums of what you need to play how you want, then focusing on your HP, then going back to pump your key damage stat(s). You get more bang for your buck investing in health, stamina, poise, (to some extent) FP than chasing damage cap on A/S scaling ASAP.
If an ash of war sais that I will do Physical and Magical Damage… Will the magical damage also apply on normal hits? Or is it only when using the ash of war skill? For example there is this holy slash ash of war which will send a light wave forward and after that the weapon will glow with holy power… Is the holy damage only then applying or is that damage always there… but after using the skill there is even more” holy damage wiich is not mentioned in the stats?
Why do they make it confusing? Why can’t it be simple? Why when I upgrade a weapon does it downgrade at the same time? Why can’t an upgrade be just that.. an upgrade? Why do they show the attack power as one total figure plus a separate total figure? Why cant they just give one number for attack power? 🤦🏽♂️
Note that the actual scaling value is a number behind the scenes. Its put into an S,A,B,C,D value for your convenience and to let the game have a few secrets. You can verify this without hacking because the equip and upgrade screens will have the letters turn blue or red sometimes but the letter will stay the same.
So my weapon has attribute scaling D on strength C on dexterity and D on arcane, my highest stat is dexterity followed by strength but I have barely anything put into arcane. So my question is am I better off putting more points into dexterity or should I put a couple into arcane which would be better? My second question is, I have bloody slash on my Katana and defaultly it does 45 bleed buildup but because I’ve upgraded my dexterity it’s gone up to 66 which is good but that was a bit ago and I’ve upgraded my skills even more since then, I’ve upgraded STR, DEX & ARC so my question is does the bleed buildup have a cap or am I not upgrading correctly anymore, just what’s going on basically why can’t I make the bleed go any higher? Also if it helps I’m using the “Uchigatana”
I’m still confused. I have 55 strenght so far and 45 dex. I have a Greatsword +10 but it’s AR is only 430, while my Bloodhound Fang +8 does 650 damage. I don’t get what i’m doing wrong. The Greatsword has a ash of war that gives it a B scaling (yh i need to level it up) while the Bloodhound only has C scaling in strenght.
the information i cant seem to find, is how big is the stat bonus depending on the scaling grade? i saw that Greatsword scaled with Magic has an AR of 620 at +25 where as Ruins Greatsword, has only 393, but it has an S scaling in STR so my question is, how is the stat scaling calculated? and how big is the difference between every grade from S A B C D E? will it surpass the 620 AR all thanks to the S scaling??? or will a STR/INT build leave it in the dust
So, when you change a weapon’s default Ash of War, can you always change that weapon’s Affinity to whatever you want it to be? Or does it have to have the Affinity associated with the specific Ash of War you’re giving it? For example, does giving a weapon Bloodhound Step always make it Keen, or can you make it any Affinity after you’ve given it Bloodhound Step?
I gave up on that stats and weapon arrangement part… I use two swords, no ashes, that’s all. I jump, I kill, end of story… I collect items and weapons that I don’t even look at anymore… I don’t craft anything… the only part I like to change is my look at this point 😀 It makes my journey harder I guess, but my life so much easier…
I think it has too many weapons and too complicated scaling and buffs etc they should remove all the fluff and make one main weapon like in Zelda so players don’t have to waste time wondering and figuring out what the dev didn’t even think was important enough to explain. Imagine you have to go to YouTube to get an explanation. Why didn’t the devs explain this??? Why put it in the game and no explanation??? Rushed game???
Man, I was hoping for some maths, haha. I’m pretty sure that your stats act as a percentage multiplier of the base attack of the weapon, obviously with higher scaling rank grabbing a bigger number from your stats. Upgrading the weapon from +1 to +2 doesn’t grant raw “scaling” damage boosts. It just raises the base damage, and since the base damage is higher the scaling boost gets higher, since it’s calculated from base damage. I could be wrong, but toying around with everything in game, that model seems to fit the numbers I see when I tweak things. Still, great article! A lot of folks don’t understand how this works. This is also why players should be only leveling attack stats to the minimum required to equip the weapon they like in the early game, as it isn’t until they can upgrade it and get the correct ash installed to make it scale better that those stat points will be of any use at all. Health helps you the whole game, so players should be leveling that first. It’s obvious that (about half of them) aren’t since so many people are getting one shotted by the bosses (see it when you try to help people fight bosses).
First time player here and playing as Astrologer( int. build) for my first playthrough. I’m currently useing meteorite staff which has S scaling. My question is should I stick to it thrue the rest of the game or should I swap it for a another staff??? I will take any advice you or other veteran players that you/ them can give me.
So a D on the scaling is better than C? I’ve been upgrading my dexterity more than strength using that weapon thinking I’d get more off Dex because I thought C was better than D? Edit: Never mind I know now that C is better than a D lol this is the first from software game I’ve played and finding there is a ton to learn
Okay perhaps there’s a flaw on this thinking I don’t know! maybe somebody can tell me if there’s a reason why this is not smart but it seems to me that once you’ve unlocked ranallas rebirth option then it should be easy to decide where to put your runes after that. you just take whatever gives you the best “deal” you just take whatever it gives you the best (exchange rate) and then you can reposition the ruins later with a larval tier. By my way of thinking this would give you the most stat points for the least amount of rooms, I think! is that stupid or what?
Thanks for this. Can you do a article specifically on affinities and how they work? Cos I still don’t get it 🙂 Edit: to clarify, I don’t get why, for example, a Sacred affinity does more than a Blood affinity, when my Faith and Arcane stats are the same. Also, how do stats affect the affinities? Like, Sacred is obviously Faith…but what about Blood? Fire? Lightning? Poison? It would incredible if you could go into this and help me understand!
One thing you didn’t cover was ashes like Golden Vow. If I change the ashes config to Sacred from Standard and afterward it lists a damage value for both physical and magic, does that mean I get both the physical & magic damage values at the same time when using the sword? Are they additive or do you get the physical when you’re using it as just a sword and the magic value when golden vow is enacted? Or do they have nothing to do with each other?
Thank you so much! I’m in the endgame and I can see that my katana is not working Idk why so I was searching for something like this because I know I’m doing something wrong especially because I’m not familiar with souls games. I’m into sorcery because it makes things easier lol “I don’t want to get my a** beaten” so I’m all about bleed and magic but after a while, I can see that my katana is not doing much… so thank you, now I can understand what’s going on lol.
Quick question. I’m a Samurai using the Uchigatana. It started with ‘Unsheathe’ without applying any ash, as a default ability. If I apply something else like Bloody Slash, and then remove it, does it revert to Unsheathe – or does it lose the ability and say none? I don’t actually have an Unsheathe ash to apply so I’m worried Imma lose it.
Would someone please explain to me why all of my Ashes aren’t providing favorable results. I’m working on a dex build. Currently level 45. Primary stats are 26 DEX, 16 STR, 10 INT, 8 FTH. My Uchigatana+4 has a base 141 +42 with D STR and D DEX scaling. EVERY time I switch to a “quality” ash my DEX and STR bump to C, but the overall power is STILL way lower than the non-Ash variant. Like 119 +53. How f*cking many points do you need to dump into a damn skill tree to make ash scaling finally worth it? I feel like the damage total will finally break even at 40 dex.
I often tend to use “quality ” cause it usually shows scaling on str and dex the 2 stat I have as higher numbers after arcane, also because as keeping it with no “element” I can use incantations on its sword to buff me up, but tbh idk if it’s the best option over “blood” which scales with arcane as my elleonoras poleblade scales with str/dex and mainly arcane. At this point I’m really confused if it’s better choosing only 1 scaling stat such as keen, heavy or blood on my nagakiba since I live using the bloodflame animation thst looks dope and once ingot seppuku I wanna be ready for the best scaling on my nagakiba. Any tips ? Cheers