![]() The spells are the reason why there need to be different ingredients. if you don't care about the ridiculous spells on them, this is all that matters. If you keep your cheapest inert wands until very late in the game, you can craft the highest damage wands from them. There's no crafting recipe to create inert wands. There's a level range in which types of inert wands can be found in treasure or at traders. This is why you create the wand with the biggest damage from the cheapest ingredient. The crafted wand is then scaled up to the crafter's level, but it has the boost of the level 1 wand, the one created from the next tier ingredient has the boost of a level 8 wand, and so on, always depending on the used inert wand type. You create a wand with the data of a level 1 wand with the cheapest ingredient, of a level 8 wand with the next one and so on. Now, with wands, there is a difference: there are no specific data records for crafted wands, Larian used the records of drops for crafted wands. If drops had boosts between 0% and -30% from level 1 through 20, it is clear, that at some point, a crafted weapon has a bigger damage than a dropped one of the same item level. A dropped weapon has a fixed level and with that the damage boost of this level. So crafted weapons might be weaker than drops on low levels but stronger than drops with high level, because the boost of high level drops will go below that of crafted ones.įor example is a crafted weapon might have a boost of -10%, it has that boost for every level it's created with. When a weapon is crafted, the weapons level is adjusted to the caster's level, but the weapons base data stays constant, also the DamageBoost. ![]() Crafted weapons have their own data records which also have a DamageBoost. (The exact values are different, these are example to demonstrate the working principle.) A data record exists for every weapon type on every level. So they used an internal value "DamageBoost" to simulate a decreasing damage increase per level.įor example, a sword level 1 has a boost 0%, level 2 has -2%, level 3 has -4%, and so on, up to item level 20. But they did not want the damage increase per level to be linear but decreasing (like a logarithm function). Larian has an internal formula to calculate weapon damage for a level, it's a pretty linear increase with increasing level. The thing with decreasing damage is correct.
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