My 13 INT Tier 3 staff dealing more damage than my 42 INT Tier 3 staff?

So below there’s two screenshots. One is Spherin, a staff I’ve had since pretty much the beginning. Below that is Falling Sky, a staff that took me 5 days to craft because this game hates giving certain materials.

Why on earth is the 13 INT scaling staff doing more base damage than my 42 INT scaling staff… They’re both max upgrade. Surely there’s no way this should be the case? Or am I missing something?

Please help/explain, thank you.

First of all you need to look at char stat sheet to see total dmg with stat scaling bonus. Not sure if these two scale differently though, so might be same issue.

Each weapon comes with slightly random base dmg, stamina cost, focus gain and weight. If one had low roll and another high, even with a better spike gem roll this is what you could be looking at.

Finally, Falling Sky is a legendary weap, when enchanted it’ll gain predetermined mods, but you’ll lose last 3 gems iirc, keeping all the runes. Might need to stick it in the chest and reload realm to make the last 2 runes show up again. Point being, because it’s legendary predetermined weap, the base dmg range might be purposefully lower.

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the reason is because the runeskill scales from the character stat and weapon raw damage, as you can see the 13int staff have 23 damage and the other one have 19. weapon base stats (defence, damage) roll randomly for every gear piece, so you can find a same weapon with slightly higher base damage than other

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I didn’t know weapons could roll random base stats, that makes a lot more sense now.

I wish there was a clearer indicator of what weapons are Legendary. Because I thought yellow weapons were Legendary, but if what you’re saying is true and Falling Sky is Legendary, and it’s grey, there needs to be another indicator for clarity IMO.

Either way, I appreciate the assist on this. :slight_smile:

How items work right now, any tier 1 item become as good as any tier 3 item when you fully upgrade them because after all you have upgraded your tier 1 item up to tier 3. So the final result depend on the base roll of damage or armor the item got when it was first created.

It’s probably a bug right now with them being available through crafting. So far you can craft this and a bow, then enchant them and they’ll turn into their legendary counterpart, instead of normal random enchant.

I would like them to keep this as hiden crafting recipes.

As others have pointed out any gear has base rolls that are rng these values can vary quite far depending on weapon type. the values that are effected Damage/stamina cost/focus generation/weight. I havent seen huge variation in similar weapon groups like shortswords stay in similar numbers try to gauge the base at each tier level start, this keeps it easy to compare in a chest or inventory. Example a tier 3 blood rusted sword will be about the same numbers as a dropped governers sword both at tier 3.
In my testings i have found that weapons in a similar class will contain similar rolls on their stats but what varies widly is the runes and combos the weapon has. For example sherpin has 2 hit pieces in its combo (havent tested falling sky) so it could be dealing more dmg simply because it is hitting more.
Spike or an enchant to boost dmg show in base value. It is possible to get dmg enchant then add dmg gem to get double dip.
Here are my example numbers from sherpin i dont have fallkng sky.
Dmg/stam/focus/weight
7/12/7/27.2
5/11/6/29
7/12/7/27
6/12/8/29.2
8/11/9/28.8

Edit:adding screenshot of my sherpin stats from 8/11/9/28.8 base sherpin for a reference.