Damage increase

The script pertaining to Damage Increase Effect is EffectDamageIncrease(nBonus,nDamageType)


 * This effect is a scripted damage increase that increases the damage a character deals with any weapon.
 * This damage does not apply to the same cap as the corresponding damage bonus on a weapon, but is added in addition to it.
 * The damage dealt on a critical is multiplied by the critical multiplier used with the weapon. Multiple damage increase effects of the same damage type stack with each other toward a +20 cap, or a +20 * critical multiplier cap on a critical hit.

The damage increase effect is dealt with in different ways according to whether it is physical damage or non-physical.

Physical Damage Increase Effects

 * There are three physical damage types considered by the effect: Piercing, Slashing, and Bludgeoning
 * For each damage type there is a +20 cap (or +20 * critical multiplier on a critical hit), and all three are added together for a total physical damage increase effect.
 * Similarly the highest bludgeoning, piercing, and slashing damage bonuses of the weapon can be added for a total physical damage bonus of the weapon.
 * The combined damage of both the total physical damage increase effect and the total physical damage bonus of the weapon is applied against a 100 physical damage cap which remains a 100 physical damage cap even on a critical hit.
 * Strength modifier, base weapon damage, monster damage, smites, power attack, sneak attack, and all other sources of physical damage that are neither a weapon damage bonus nor make use of the EffectDamageIncrease function do not apply to this 100 damage cap.
 * The combined total of all physical damage (not just that pertaining to the 100 damage cap) all uses the damage type of the weapon and is subject to the corresponding immunities, resistances, and damage vulnerabilities of the target creature, as well as its damage reduction as it relates to the weapon's attack bonus or any alternative mode of damage reduction penetration of the character.
 * The combined total of all physical damage is reduced by placeable resistance if attacking a placeable.

Non-Physical Damage Increase Effects

 * There are nine non-physical damage types considered by the effect: Fire, Cold, Electric, Acid, Sonic, Divine, Magical, Positive, and Negative.
 * For each damage type there is a +20 cap (or +20 * critical multiplier on a critical hit)
 * None of these damage types is affected by the damage immunity, resistance, or damage vulnerabilities of the target creature.
 * Each damage type will have its damage reduced by the placeable resistance if attacking a placeable.

Examples
Consider a character 14 strength character with a +20 enhancement halberd (with no other properties), with a +20 piercing damage increase effect, a +10 divine damage increase effect (from divine might), and a +5 magical damage increase effect (from divine favor).

If he scores a critical hit on a placeable with 20 damage resistance: Then the +20 from the enhancement is combined with the +20 from the damage effect and is multiplied by 3 to get 120, but only makes 100 damage because of the cap. Thus he scores 100 + 9(two-handed strength bonus) + 3d10(base weapon damage) - 20(placeable resistance) = 86 +3d10 physical damage. He also deals 30 divine - 20 (placeable resistance) = 10 divine damage. He deals 0 magical damage, as 3*5 magical damage is less than the placeable resistance. Thus the combat log will show ({86 + 3d10} physical, 10 divine, 0 magical) along with three resistance lines indicating the placeable absorbed 20, 20, and 15 damage.

If he scores a non-critical hit on a monster with 100% immunitiy to divine and piercing, 20 resistance to piercing, and 100% vulnerability to magic: The physical damage would bypass the piercing immunity and resistance as the halberd is both piercing and slashing, the divine damage would stay the same as it was from the damage increase effect, and the magical damage would not increase as it came from the damage increase effect. The combat log will show ({43 + 1d10} physical, 10 divine, 5 magical) and there will be no lines showing what the immunity/resistance absorbed since they were all bypassed.