Instance 2 is more complex, lets simplify to 130. So ignoring scaling in instance 1 it's easy 155 base > 100 int, so both physical and fire are scaled off 155, 77.5 physical and 77.5 fire damage for 155 total ignoring resistances and weakness Let's say its a highest quality ruby, that converts 50% of damage to fire damage So, the gems take 50% of the damage and convert it into a magical type of damage that either scales on base weapon stats or int, whichever is higherīase scaling is (.9*100+.65*100) scaling which is 155 totalīase scaling is (.9*5+.65*195) which is 131.25 total Not too bad! (it is just how I see it, it is not 100% confirmed) Keep in mind it will deal 50% magic 50% physical, opposed to fire staff that deals 100% magical damage though. So overall it will make the weapon scale as 0.65+0.175 -> 0.825 int. So the 0.35 part will now have half (50%) of its damage scaling with int which means 0.175. The 0.65 part is not interesting though as it already scales with int at higher ratio so it will keep doing so (gems say weapon damage OR int, the higher of the two) When you add a gem 50% of the entire damage will be converted to 1 int scaling, which means 50% of the 0.65 part and also 50% of the 0.35 part. The weapon deals 0.65 int and 0.35 other (probably a stat you don't use) Now for scaling on Rapier like weapons (which already scale 0.65 with int) I think we can look at it like this: On non int weapons the math is simple, that weapon will basically scale with 0.5 int if you have higher int than that weapon main/secondary stat, if you don't have much int then you can just ignore the scale and treat it as a nice way to make your weapon bypass 50% physical armor (will do 50% magic damage).
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