Ark Melee Damage Contribute To Bow Dmg

Ark Melee Damage Contribute To Bow Dmg

This might be obvious to some, but I am struggling to find a definitive answer searching the forum.
Am I to conclude that Projectile Damage passives are superior to Bow Damage passives?
My understanding is that Projectile Damage passive applies to Physical + Elemental damage for any projectile (arrows and spells), while Bow Damage passive applies to Physical only and does not apply to a projectile skill's elemental damage.
So to me it seems pretty clear that passives with Projectile Damage % increase are superior to Bow Damage passives since you get the physical damage % increase (from firing from a bow) anyway PLUS % increase in elemental damage from the arrow. A nice perk is that Projectile Damage applies for projectile spells you might use that aren't bow related...
Is this an obvious advantage, or am I missing something fundamental? A lot of builds I see on the forum skip the 2 +8% projectile passives and Perfect Aim notable passive located in the Ranger starting area, which makes me think I have to be misunderstanding how powerful Projectile Damage passives are...b/c they seem like passives that any bow ranger should grab.
Thanks in Advance.
Last edited by madtowndave on Mar 11, 2013, 8:59:46 PM
Posted by
madtowndave
on Mar 11, 2013, 8:51:24 PM
projectile dmg nodes do indeed apply to both physical and elemental dmg. they are superior to the 8% physical with bows and 10% elemental with weapons, if u are e.g. using a lioneyes glare. the trade-off if u can call it that, is that there arent many of them outside of ranger, shadow and duelist starting areas.
Posted by
ovium44d
on Mar 11, 2013, 9:11:51 PM
I must be wrong because it would seems to be a way better investment of 4 nodes to get:
31% increase in Projectile Damage (Physical + Elemental)
PLUS you get 12% accuracy and +20 Dex
Versus the Weapon Elemental Damage 3 cluster (down and to right of Ranger start) most builds seem to have:
30% increase to WED, which misses the Physcial % increase that Projectile Damage Passives have.
Does this make sense? I have to be missing something fundamental...
Posted by
madtowndave
on Mar 11, 2013, 9:12:04 PM
'
projectile dmg nodes do indeed apply to both physical and elemental dmg. they are superior to the 8% physical with bows and 10% elemental with weapons, if u are e.g. using a lioneyes glare. the trade-off if u can call it that, is that there arent many of them outside of ranger, shadow and duelist starting areas.

Ok thanks for the reply. This must be an oversight in many of the LA builds I see, since this makes Projectile Damage nodes superior even to the WED nodes that everyone gets.
Posted by
madtowndave
on Mar 11, 2013, 9:15:29 PM
Projectile damage = bow/wand physical damage, all projectile based elemental damage.
Iron Grip = 1% bow/wand physical damage every 5 str
Physical damage (example Oak cruel reward) = ranged/melee physical damage
bow/wand physical damage = bow/wand physical damage
As long as it is relevant, the above will stack additively.
Example:
50 base physical damage
50 base fire damage
100 str
10% physical damage
15% bow physical damage
5% elemental damage
12% fire damage
16% weapon elemental damage
20% projectile damage
20% projectile physical damage (Iron Grip, 100/5 = 20%)
Normal attack (physical portion) = 50*(1+0.10+0.15+0.20+0.20) = 50*1.65 = 82.5
Normal attack (elemental portion) = 50*(1+0.05+0.12+0.16+0.20) = 50*1.53 = 76.5
Normal attack (total) = 82.5+76.5 = 159 damage
That's all you need to know. And yes, generally speaking, Projectile Damage > everything else. Some builds choose not to get the projectile damage nodes at the top line due to points constrains, and wanting to get more hp for survivability instead.
Posted by
Zealflare
on Mar 11, 2013, 9:19:36 PM
'
Projectile damage = bow/wand physical damage, all projectile based elemental damage.
Iron Grip = 1% bow/wand physical damage every 5 str
Physical damage (example Oak cruel reward) = ranged/melee physical damage
bow/wand physical damage = bow/wand physical damage
As long as it is relevant, the above will stack additively.
Example:
50 base physical damage
50 base fire damage
100 str
10% physical damage
15% bow physical damage
5% elemental damage
12% fire damage
16% weapon elemental damage
20% projectile damage
20% projectile physical damage (Iron Grip, 100/5 = 20%)
Normal attack (physical portion) = 50*(1+0.10+0.15+0.20+0.20) = 50*1.65 = 82.5
Normal attack (elemental portion) = 50*(1+0.05+0.12+0.16+0.20) = 50*1.53 = 76.5
Normal attack (total) = 82.5+76.5 = 159 damage
That's all you need to know. And yes, generally speaking, Projectile Damage > everything else. Some builds choose not to get the projectile damage nodes at the top line due to points constrains, and wanting to get more hp for survivability instead.

Thanks for the example.
I was very confused by this since many builds posted here skip Perfect Aim path but keep the 3 WED cluster to the lower right of Ranger start. Granted it's 1 more node to get to Perfect Aim, but it seems much more powerful (since LA still maintains 50% physical damage) and if you had to respec out of points would seem to make more sense to self-nerf WED versus Perfect Aim/Projectile Damage.
Last edited by madtowndave on Mar 11, 2013, 9:27:41 PM
Posted by
madtowndave
on Mar 11, 2013, 9:27:12 PM
Hello,
Is this still true? I'm just getting back into the game after a year, and it's my first non-melee character ever so I have no idea how to build it.
Posted by
Squallito312
on Feb 12, 2016, 3:05:43 PM
Projectile Damage is in theory superior to increased physical damage or increased elemental damage.
However in reality the physical nodes are way better for a physical build since you should have (almost) no elemental damage that does not scale of your physical damage (hatred, herald of ash, added fire, physical to lightning).
And since the physical bow nodes in general are higher than the projectile nodes they are better. At least if you did your itemization correctly.
Last edited by Frankenberry on Feb 12, 2016, 4:33:59 PM
Posted by
Frankenberry
on Feb 12, 2016, 4:33:32 PM
I agree with Frankenberry. There's just one notable exception, when double dipping with puncture bleed or poison. But even so it's quite difficult to invest heavily on projectile damage because physical bow/attack damage clusters provide other interesting buffs (like attack speed, stun, crit, etc.)
Ranger builds list: /917964
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If the witches watching watches watch the same watch while you watch which witch watches which watch, they switch watches; then, the watch switching witches watch which watch you watch.
Watching witches watch watches is not for the faint of heart...
Posted by
Panini_aux_olives
on Feb 12, 2016, 7:52:12 PM
'

So to me it seems pretty clear that passives with Projectile Damage % increase are superior to Bow Damage passives since you get the physical damage % increase (from firing from a bow) anyway PLUS % increase in elemental damage from the arrow.

I made a new post asking about this very issue. Elsewhere in this thread it is explained that projectile is better, but if they are calculated separately from each other (say, physical modifier and then projectile modifier) it can be much better to get both kinds than just one or the other.
In another thread here someone said to 'pick one,' between chaos damage or physical. But none of these posts deal with the point I'm trying to get at.
I've yet to see the calculation that shows the modifiers being added either separately or at the same time and in the exact same way. It matters if you already have a bunch of projectile nodes and want to know if getting a few more is as good as getting a few physical ones. If they're calculated separately you want a bit of all of them to scale most effectively.
If you don't know what I mean, I lay out a scenario here:
https://www.pathofexile.com/forum/view-thread/1588687
...which, depending on the mechanics of the game, is either very right or very wrong. Most of the build guides avoid damage nodes AND evasion nodes for reasons I cannot figure out.
-VG-
Invited to Beta 2012-03-18 / Supporter since 2012-04-08
Posted by
VideoGeemer
on Feb 17, 2016, 12:40:05 AM

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ARK: Survival Evolved is a survival game with dinosaurs that you can domesticate, and along for the ride is a fully fleshed out leveling system reminiscent of RPG-style games. This isn't just enchantment levels for Minecraft anymore; we're in the big leagues now.

Ark melee damage contribute to bow dmg free

Mar 11, 2013 Projectile damage = bow/wand physical damage, all projectile based elemental damage. Iron Grip = 1% bow/wand physical damage every 5 str Physical damage (example Oak cruel reward) = ranged/melee physical damage bow/wand physical damage = bow/wand physical damage As long as it is relevant, the above will stack additively. Example: 50 base. Melee Damage - A percentile base for how much damage your survivor dishes out in close-range combat. This does not affect ranged weapons, however, even if they naturally require physical strength like the Bow. This stat raises 5% for every point spent. Movement Speed-The maximum speed a player can move at, represented by a percentile.

Each survivor attribute serves its purpose, so there's no particular stat that wins out above the rest. At the end of the day, the stat builds for each character is completely up to each player.

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Ark Melee Damage Contribute To Bow Dmg Free

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Ark Melee Damage Contribute To Bow Dmg

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Ark Melee Damage Contribute To Bow Dmg Free

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