add more observations, preferably marked with bullet points (* ) for ease of reading. maybe these could be sorted and added to the wiki one day.
- Thorns count as performing a melee attack for Blademaster’s Surge skills and Summoner’s Dark Lord
- Thorns can never have any special attack strength (phasing, ignition etc)
- Novas has hidden cooldown of 2 seconds, tracked individually per mod or other nova-producing item. Some unique weapons has altered cooldowns.
- Novas can’t trigger more novas
- Field damage from nova-producing weapon steals kills from its on-kill novas
- Fields may or may not be able to crit depending on the source (testing required - Serpent Protector shield’s field does crit)
- All or most fields do stack for more damage
- Difference in levels makes it harder or easier to apply non-guaranteed effects like Fear.
- Special attack effects (like phase) are attempted twice if a weapon applying it has both matching base damage and damage mod
- Templar nova guns seem to attempt to apply special effects (SFX) more than once per hit per monster
- Toxic status effect delivered from a poison damage mod will deal damage dependent on mod’s additional damage - not on weapon’s total damage
- Toxic status stacks only if it’s delivered by the same source, it deals 10% damage per second of hit’s damage.
- SFX weirdnes research
- Some weapons has unlisted mechanics: rifles and 1-handed shotguns may shoot extra projectiles, 1h bee shotguns charge up over time etc
- Bleeding from swords doesn’t stack, but does stack from guns
- Focus item’s All Ele Att Str doesn’t apply to effects that don’t match spell’s base damage type
- Nanobots has a hidden attack cooldown and an enemy can’t be infected by more than one nanobot
- Turning off the map completely may prevent crashes for Summoners (works better for at least one tester than avoiding using toxic eles)
- Accuracy seems to affect the spread of some spells like Firestorm and Flameshards
- Marksman weapon that launches bouncing disks deals damage based on time the projectile spends touching enemies
- Constant attack rate isn’t standartized and can be anywhere between 60 and 600 attacks per minute. ex.: bladesaw likely has 600RoF.
- Some unique weapons attack differently than their weapon model suggests
- Some focus item types have different basic attacks
- Summoner’s Dark Form can have up to x3 attack speed and it’s considered a feature
- /stuck command returns you to the intended entrance of your current zone
- almost every damage increase appears to be additive. approximate damage formula is: (all “adds x% ele dmg”) * phase * beacon * (armor reduction) * (literally everything else). this, for example, means that crits, strength and damage increase from leveling a melee skill don’t multiply each other, which leads to lower real damage increase than might be expected.
- maximum rate of fire is somewhere beetween 600 and 700 rounds per minute - keep that in mind when picking weapons to use with Rapid Fire.
- a thrown sword or shield is only partially a melee weapon - it benefits from strength, but won’t proc surges
- offencive stats on a weapon apply only to that weapon
- drone doesn’t benefit from getting +skill or +minionstat equipment put on it (as the drone has no skills or minions of it’s own)
- Rapid Fire’s damage bonus upgrade affects novas. other general damage increases likely affect novas too.
- energy drain rate is different for many weapons and in some cases may be completely removed with enough mods and a good affix.