Wikia

DC Universe Online Wiki

Damage

Talk0
9,080pages on
this wiki

Damagers are one of the 4 roles available in DCUO.
This Role generally focuses on dealing damage to enemies. All Power Types have the Damage Role available.
Damage armor tends to provide higher Might and Precision than other role armor.
The symbol that represents a Damager is a Flame.

In PVP, Damagers do not have an advantage against any other power set but have a disadvantage to specific roles based on their power set.

Damage RoleEdit

All characters start in the Damage Role. Other roles become available at Level 10.

A power activated from a loadout provides a Damage Modifier to following attacks while in the Damage role.
A Damage Modifier will remain in effect on Weapon Attacks as long as the Hit Counter is increasing.
Note that the Max Damage Hands Equipment Mod changes every active power to a 60% damage modifier.

Power Interactions include using certain powers to prime other specific powers for additional damage.
Some power sets have Advanced Mechanics that utilize Power Interactions.

Area of Effect powers cause damage to all opponents within a Radius. Most AOEs split damage depending on the number of affected opponents.

Damage Over Time powers distribute damage at a regular interval for a limited duration. Some DOTs stack with other DOTs allowing multiple simultaneous ticks of damage on an opponent. Damagers can use other attacks on an opponent while a DOT ticks to further increase damage.

Burst damage powers inflict damage in a single hit.

Damagers should prioritize targets and position themselves to maximize damage output without impacting their survivability.

StatsEdit

As a damage dealer, your main statistics will be, in order of importance:

PrecisionEdit

Precision increases the amount of damage that a character's weapon attacks can inflict.
Precision damage is indicated by white numbers in combat.
10 points of Precision increase weapon base damage per second by 1 point.
Earth Aftershocks, Celestial Combos, Light Construct Combos & Rage Combos cause damage based on the equipped Weapon DPS and Precision.
Weapon Counter damage is based on Precision.

MightEdit

Might increases the amount of damage that a character's powers can inflict.
Might damage is indicated by yellow numbers in combat
Each point of Might increases ability base damage by 0.25% @ Level 1 and 0.45% @ Level 30.

Critical Attack ChanceEdit

The chance to perform a critical attack with a weapon.
Base Critical Attack Chance is 5%. Critical Attack Chance is capped at 33% in PVP.

Critical Attack DamageEdit

Increases the damage a critical attack with a weapon does.
Base Critical Attack Damage is 25%. Critical Attack Damage is capped at 175% in PVP.

PowerEdit

Power is required to use a character's abilities and is drained as they are performed.
Power restoration is indicated by blue numbers in combat.
Power builds during weapon attacks as shown by the hit counter. Power also regenerates slowly out of combat. Skill points invested in Movement Trees will grant power back after control breakouts.
A larger Power pool allows more active powers to be cast.
Electricity, Fire, Gadgets and Nature have Advanced Mechanics for restoring power in Damage role.

HealthEdit

Health is the amount of damage a player can take in a battle before being knocked out.
Health restoration is indicated by green numbers in combat.
A larger Health pool helps survivability. A dead Damager can not cause any new damage.

Critical Ability Attack ChanceEdit

The chance to perform a critical attack with an ability.
Base Critical Attack Chance is 5%. Critical Attack Chance is capped at 33% in PVP.
Critical Ability Attack Chance can be increased by certain powers and gear but not through skill points.

Critical Ability Attack DamageEdit

Increases the damage a critical attack with an ability does.
Base Critical Attack Damage is 25%. Critical Attack Damage is capped at 175% in PVP.
Critical Ability Attack Damage can be increased by certain powers and gear but not through skill points.

Weapon Damage Increase PowersEdit

These powers increase the damage of weapon attacks through Precision, Procs or Criticals.

Power Set Powers Effects
Celestial Anoint +15% Precision
+270 Might
Group Buff
Celestial Benediction +10% Critical Attack & Ability Chance
Group Buff
Earth Reinforce

+7% Critical Attack & Ability Chance
+15% Precision

Electricity Wired +10% Critical Attack & Ability Chance
+15% Might 
Electrifies
Group Buff
Fire Fiery Weapon +7% Critical Attack & Ability Chance
+10% Critical Attack & Ability Damage
+15% Might 
Gadgets Intimidation Might based Damage Procs  
May Stun 
Ice Ice Bash Might based Damage Procs
Grants Chill Effect
Iconic Neo Venom Boost Might based Damage Procs
Light Inspiration +10% Critical Attack & Ability Chance
+15% Precision
Group Buff
Mental Menace Might based Damage Procs  
May Panic 
Nature Carnage +10% Critical Attack & Ability Chance
+15% Precision
Group Buff
Nature Rampage +25% Critical Attack Chance
+50% Critical Attack Damage 
Rage Bloodlust +10% Critical Attack Chance
+15% Precision
Group Buff
Rage Ferocity +15% Precision
Quantum Warped Reality Might based Damage Procs  
Graviton-Charges
Sorcery Weapon of Destiny Might based Damage Procs  
Inflicts Bad Karma

Group Burst Power abilities add +77 Might and +62 Precision:

Power Set Group Burst Powers
Gadgets Defibrillator
Light Recharge
Mental Psychic Empowerment
Quantum Temporal Extortion

Under 35% Health PowersEdit

These powers cause extra damage when the target is below 35% Health.

Power Set Powers
Celestial Defile
Earth Sandblast
Electricity Ionic Drain
Fire Snuff Out
Gadgets Photon Blast
Ice Impaling Ice
Mental Terrorize
Nature Impaling Thorns
Rage Eviscerating Chain
Quantum Energy Expulsion
Sorcery Final Ruin

60% Damage ModifiersEdit

These powers increase damage to following attacks by 60% and have a long animation time.

Power Set Powers
Fire Fireburst, Mass Detonation
Ice Frost Blast
Mental Mass Levitation, Telekinetic Bolt
Quantum Tachyon Blast

50% Damage ModifiersEdit

These powers increase damage to following attacks by 50%.

Power Set Powers
Celestial Anoint, Dark Pact, Defile, Divine Light, Guardian's Light, Plague
Earth Jackhammer, Reinforce, Rumblecrush, Sandblast, Tectonic Break
Electricity Electrocute, Galvanize, Ionic Drain, Static Push, Tesla Ball, Voltaic Bolt
Fire Burning Determination, Inferno, Spontaneous Combustion, Snuff Out, Stoke Flames
Gadgets Cryo-field, EMP Pulse, Napalm Grenade, Neural Neutralizer, Photon Blast, Paralyzing Dart
Ice Impaling Ice, Resonating Gale, Snow Devil, Winter Ward, Wintry Tempest
Light Chainsaw, Fan, Light Blast, Inspiration, Snap Trap, Triage
Mental Cryokinesis, Mass Terror, Reflect Pain, Telekinetic Shield, Terrorize
Nature Bloom, Cross Pollination, Hive Mind, Impaling Thorns, Swarm, Voracious Plants
Rage Bloodlust, Galling Eruption, Ferocity, Outrage, Plasma Retch, Redirected Rage
Quantum Distortion Wave, Energy Expulsion, Gravity Bomb, Gravity Well, Warp Barrage
Sorcery Circle of Destiny, Final Ruin, Invocation of Renewal, Offering, Shard of Life, Soul Storm

Power InteractionsEdit

Power Interactions can be used to maximize damage output.

Power Set Powers
Celestial Celestial Combos, Purification
Earth Crushing, Dazing, Aftershocks
Electricity Electrify, Polarize, Electro-Charge
Fire Burning, Volatility, Immolation
Gadgets Electrify, Frostbite, Burning, Crushing
Ice Frostbite, Chill Effects
Light   Dazing, Panic, Construct Combos
Mental Dazing, Terror, Burning, Frostbite, Electrify, Crushing
Nature Poison Spores, Terror
Rage Plasma Burn, Rage Combos
Quantum Destabilize, Graviton-Charge, Polarize
Sorcery Bad Karma, Soul Auras

Iconic PowersEdit

Pick and choose which ones work best for you, though the following are strongly recommended:


WeaponsEdit

All weapon attacks excluding basic melee and ranged attacks are classified as either Interrupts or Block Breakers.

Interrupting attacks disrupt attacks that are Vulnerable to Interrupt but are Vulnerable to Block.
Blocks disrupt Interrupting attacks but are Vulnerable to Block Breaking.
Block Breakers break Blocks but are Vulnerable to Interrupt.

When hit by a counter mechanism that the player is currently vulnerable to, they are knocked down and take some damage, creating a rock-paper-scissors scenario. Counter damage is based on Precision.

Most Basic attacks are not Interrupts or Block Breakers and are not Vulnerable to Interrupt but may be Vulnerable to Block after a number of hits. Some slower Basic ranged attacks are Block Breakers and are Vulnerable to Interrupt.
A small icon over a player's head shows which combat mechanism they are using.

Aftershocks, Celestial Combos, Construct Combos and Rage Combos are vulnerable to counter mechanisms just as Weapon attacks.

Certain Weapon Combos may Knockdown, Push, Juggle or Stun opponents.

Weapon Innate SkillsEdit

Critical Attack Chance

Critical Attack Damage

Precision

Might

Weapon MasteryEdit

Weapon Mastery requires 20 skill points spent in a Weapon Tree including specific weapon combos to unlock. The player gains increased Critical Strike Damage and Resistance to Control Effects when using  weapon combos if Weapon Mastery is unlocked for the equipped weapon type

Multiple Mastery allows combos into other Weapons if Weapon Mastery is unlocked in other Weapon trees.
Using most powers within a window following a successful Multiple Mastery Weapon Combo increases both the Critical Chance and the Critical Damage caused by those powers.
Channeled, Vulnerable to Interrupt and Weapon Mastery Crit Excluded powers do not gain Criticals.

Weapon Combos Into Combo 1 Combo 2 Combo 3 Combo 4

Bow

Martial Arts
Dual Pistol

Kip-Up Launcher -> Smoke Bomb

Blow Slam -> Spinning Punch

Explosive Shot -> Full Auto

Flurry Shot -> Magnum Round

Brawling

Two Handed
Martial Arts

Backfist ->
Doom Spin

Haymaker -> Home Run

Clap ->
Shuriken Storm

Stomp Smash -> Enhanced Shuriken

Dual Pistol

Dual Wield
Hand Blaster

Loft Shot ->
Dual Flurry

Sweep Shot -> Ultra Flurry

Magnum Round
-> Solar Flame

Jump Shot -> Meteor Blast

Dual Wield

Brawling
Bow

Whirlwind Overstrike -> Ground Pound

Stunning Swipe
-> Launching Uppercut

Phantom Slash
-> Flurry Shot

Charged Double Throw -> Explosive Shot

Hand Blaster

Brawling
Bow

Fist Slam -> Ground Pound

Uppercut -> Haymaker

Solar Flame -> Explosive Shot

Meteor Blast -> Arrow Fling

Martial Arts

Dual Pistol
Hand Blaster

Knee Launch -> Loft Shot

Spinning Punch  -> Sweep Shot

Cartwheel Kick -> Uppercut

Empowered Shuriken -> Meteor Blast

One Handed

Dual Wield
Hand Blaster

Air Launch -> Stunning Swipe

Spin Chop -> Dual Flurry

Flip Slash -> Pulse Beam

Focused Blast -> Solar Flame

Rifle

One Handed
Dual Pistol

Overhead Smash -> Flurry

Flamethrower -> Air Launch

Rolling Barrage
-> Full Auto

Flip Burst -> Slip Shot

Shield

Two Handed
Dual Pistol

Spinning Upslash -> Home Run

Spinning Downward Cross -> Big Scoop

Leaping Stab -> Lifting Strike

Heavy Sidearm Throw ->
Magnum Round

Staff

One Handed
Rifle

2 Tap -> Cleave

4 Tap ->
Air Launch

Martial Flowers
-> Flip Burst

Tap -> Mortar (infinite Mortar)

Two Handed

Martial Arts
Bow

2 Tap ->
Knee Launch

4 Tap ->
Spinning Punch

Home Run -> Flurry Shot

Tap -> Arrow Storm (infinite Arrow Storm)


Weapon Combat MechanismsEdit

Block Breaker / Vulnerable to InterruptEdit

Weapon Block Breakers
Bow Flurry Shot, Long Draw, Trick Shots
Brawling Stomp Smash
Dual Pistols Full Auto, Magnum Round, Slip Shot
Dual Wield Charged Double Throw, Encircling Throw
Hand Blaster Charged Blast, Meteor Blast, Power Discharge, Pulse Beam, Scissor Kick, Solar Flame
Martial Arts Enhanced Shuriken, Heavy Shuriken, Shuriken Storm
One-Handed Focused Blast
Rifle Flamethrower, Grenade Launcher, Mortar, Rolling Barrage
Shield Heavy Sidearm Throw, Overhand Throw, Sidearm Throw
Staff Focused Spin
Two-Handed Hammer Throw, Mega Smash
Gorilla Form Stomping Rage
Primal Wolf Form Lupine Darts, Primal Burst
Celestial Combos Cleansed Malediction, Corrupted Benediction
Construct Combos Impact, Light Blast, Minigun
Rage Combos Dreadful Explosion

Interrupts / Vulnerable to BlockEdit

Weapon Interrupts
Bow Arrow Fling, Bow Slam, Finishing Volley, Impact Arrow, Kip Up Launcher,  Lunging Stab
Brawling Backfist, Double Fist, Ground Pound, Hammer Fist, Haymaker, Launching Uppercut, Lunging Right, Punt
Dual Pistols Jump Shot, Lifting Strike, Loft Shot, Lunge Strike
Dual Wield Dual Flurry, Flying Spin Attack, Stunning Swipe, Ultra Flurry, Whirlwind Overstrike, Whirlwind Strike
Hand Blaster Fist Slam, Leap Attack, Uppercut
Martial Arts Axe Kick, Cartwheel Kick, Elbow Drop, Knee Launch, Smoke Bomb, Spinning Punch
One-Handed Air Launch, Cleave, Flip Slash, Flurry, Quick Chop, Spin Chop, Spin Slash
Rifle Flip Burst, Overhead Smash, Surprise Volley
Shield Devastating Kicks, Leaping Stab, Overhead Plate Smash, Shield Uppercut, Spinning Backhand, Spinning Downward Cross, Spinning Upsmash
Staff Downward Smash Combo, Launching Roundhouse Combo, Leaping Overhead Strike, Martial Flowers, Roundhouse Combo, Sweeping Slice
Two-Handed Big Scoop, Clobber, Doom Spin, Home Run, Lunging Smash
Gorilla Form Gorilla Rage, Lunge Attack
Insectoid Form Leap Attack, Overgrowth 
Primal Wolf Form Double Slash, Feral Stomp, Ferocious Backfist, Hop Claw, Primal Uppercut, Wolf Rush
Celestial Combos Cleansed Blight, Cleansed Consume Souls,  Cleansed Death Mark, Cleansed Plague, Corrupted Corrupted Admonish, Corrupted Blessing, Corrupted Divine Light, Corrupted Wrath of the Presence
Construct Combos Grasping Hand, Snap Trap
Rage Combos Extra Measure, Eviscerate, Revenge Spin

KnockdownEdit

Weapon Weapon Combos
Bow  Arrow Fling, Bow Slam, Explosive Shot, Flurry Shot
Brawling Backfist, Ground Pound, Hammer Fist, Haymaker, Launching Uppercut, Punt
Dual Pistols Jump Shot, Magnum Round
Dual Wield Dual Flurry, Encircling Throw, Ultra Flurry  
Hand Blaster  Scissor Kick, Solar Flame 
Martial Arts Elbow Drop, Enhanced Shuriken, Spinning Punch
One-Handed Cleave, Flip Slash, Spin Chop, Spin Slash
Rifle Mortar, Overhead Smash, Rifle Slam, Rolling Barrage
Shield Handspring Kick, Heavy Sidearm Throw, Overhand Throw, Shield Uppercut, Spinning Upsmash
Staff Downward Smash Combo, Leaping Overhead Strike
Two-Handed Clobber, Doom Spin, Home Run, Mega Smash 
Gorilla Form Continued Rage, Stomping Rage
Primal Wolf Form Feral Stomp, Ferocious Backfist, Hop Claw, Lupine Darts, Primal Burst 

Knockdown if Supercharge is FullEdit

Weapon Weapon Combos
Bow  Long Draw, Lunging Stab
Brawling  Lunging Right, Stomp Smash 
Dual Pistols Lunge Strike 
Dual Wield  Charged Double Throw  
Hand Blaster  Charged Blast, Leap Attack  
Martial Arts  Axe Kick, Heavy Shuriken
One-Handed  Focused Blast, Quick Chop
Rifle Surprise Volley 
Shield Spinning Backhand 
Staff  Focused Spin, Sweeping Slice
Two-Handed  Hammer Throw, Lunging Smash 

StunEdit

Weapon Weapon Combos
Bow Flurry Shot
Brawling Double Fist
Dual Pistols Sweep Shot
Dual Wield  Encircling Throw, Stunning Swipe
Martial Arts Cartwheel Kick, Smoke Bomb, Shuriken Storm 
One-Handed

Flurry, Spin Slash

Rifle Rolling Barrage
Full Supercharge: Flamethrower, Surprise Volley 
Shield Leaping Stab, Overhead Plate Smash, Spinning Downward Cross, Two Footed Slam
Full Supercharge: Sidearm Throw  
Staff  Leaping Overhead Strike,  Martial Flowers
Gorilla Form Gorilla Rage
Primal Wolf Form Double Slash, Hop Claw

JuggleEdit

Weapon Weapon Combos
Bow  Finishing Volley, Kip Up Launcher
Dual Pistols Lifting Strike, Loft Shot
Dual Wield  Flying Spin Attack, Whirlwind Overstrike
Full Supercharge: Whirlwind Strike
Hand Blaster Meteor Blast, Uppercut
Martial Arts Knee Launch
One-Handed Air Launch, Flip Slash
Rifle   Flip Burst
Staff Launching Roundhouse Combo, Roundhouse Combo
Two-Handed Big Scoop
Insectoid Form Overgrowth
Primal Wolf Form Double Slash, Primal Uppercut, Wolf Rush

PushEdit

Weapon Weapon Combos
Bow Impact Arrow
Brawling Ground Pound
Dual Pistols Full Auto
Dual Wield  Encircling Throw, Flying Spin Attack  
Hand Blaster Fist Slam, Pulse Beam
Rifle Grenade Launcher


StrategiesEdit

Some DPS prefer to stay far and target the enemy with long ranged attacks (holding down triangle or right click on the mouse pad ) this is advisable for fighting any boss while there is also the melee style of fighting which is best used for close combat

If you plan to follow the first strategy it is advisable to focus in you mods on precision it is to invest in mods of Precision, Precision & Might, Precision & Health, Precision & Power, Dominance & Precision, Vitalization & Precision, Restoration & Precision

SoloEdit

You want to have a Damage Increase Power active if you have over 50% power. Using a Pull-Towards or Charge attack will help you close the distance between you and the enemy. Keep an eye out for Massive Attacks and either Block them or interrupt them. Enemies with the Shield icon are tougher than most, so using a 35% Health Power near the end is a good way to knock them out for good.

GroupEdit

Your job is to do all the dirty work. You need to kill the adds (minor enemies) that show up, click the boxes when you need to and throw healing barrels when they are close by. Stick close to your healer as you will likely be taking a fair chunk of damage in combat. Melee attacks deal more damage than ranged ones but put you in harm's way. Depending on your weapon, you might be better off staying at range while keeping a Damage Increase Power active as much as possible. Remember to spam your 35% Health Power when the boss is under that amount. If you find yourself surrounded by enemies, use a Knockback and run to the Tank. They usually have an Area Effect ability that will taunt them off you.

Around Wikia's network

Random Wiki