| Same kind of bonus adds | +45% and +30% crit damage gave +75%. | Two +30% Sharpness give ×1.6, not ×1.69. | Tests and data agree |
| Different kinds multiply | Wounded × crit, Finesse × Sharpness and Duelist × Sharpness all multiplied (165 → 181 with a +10% roll, as predicted). | Separate bonus types are separate multipliers, with a warning not to assume every tooltip bonus multiplies. | Tests and data agree |
| Crits deal ×1.5 | Crit hits did ×1.5. | Player crit multiplier is 1.5 (the class default of 2 is overridden). | Tests and data agree |
| Strength status doubles damage | Battle Banner and Awesomeaxe's Strength gave ×2; crit plus Strength gave exactly ×3. | Strengthened adds +1 to the base damage multiplier. | Tests and data agree |
| Warrior Drums: ×2.33, not ×2 | Tested at ×2.33 with crits. | Adds +2 to the crit multiplier: 1.5 → 3.5, which is ×2.33 on a crit. Two drums don't stack; reapplying only refreshes. | Tests and data agree |
| Fighter's Flute: every hit crits | Every hit crit while active. | Sets crit chance to 100%. | Tests and data agree |
| Grindstone adds flat damage before multipliers | About +121 per hit at weapon level 101 and +170 at about 150. Upgrading the Grindstone didn't change it. Strength and crits multiply it. Finicky: needs time to apply and can break when another artifact is used. | Adds a flat +15 internal units to base damage, before multipliers. | Tests and data agree |
| Shocked or Zapped enemies take +25% | Lightning Surge's shock made enemies take 25% more. | Zapped is 1.25 on incoming damage; with Weakened (1.5) it adds to 1.75, not 1.875. | Tests and data agree |
| Critical Edge and the Strength effect | Both are crit damage and added together (+45% and +30% gave +75%). | Critical Edge raises the general crit multiplier and Strength raises the melee crit multiplier; melee crits use general × melee, so they should multiply. | Sources disagree |
| Waves (Lightning Surge and others) | Deal 90% of the hit that triggered them. Strength, Sharpness and Wounded boost them; crits and Finesse don't. Bully boosted them more than expected. | Not covered. | Tested only |
| Bonuses on other gear apply to melee | A crit damage roll on a crossbow raised melee hits from 189 to 214. Anything not worded as ranged-only counts. | Not covered. | Tested only |
| Prime Enchanter's Gauntlets' elements | Each hit lands as two elemental hits. The Dungeon Fish's sheet calls elemental bonuses "not efficient" on them; the 215k one-shot build stacks Electromancer and Cryomancer everywhere. | DungeonsDB: each element bonus boosts only half of the jump hit. Mobalytics: unique Gauntlets have about 40% less base damage than normal ones. | Sources disagree |
| Calculated vs real damage | A Clobberer build calculated at about 15,000 hit about 8,000. Some crits didn't apply with many effects active. | Lists activation timing, procs and multi-target cases as unresolved. | Tested only |
| Soul Storm generators take less damage | About 4,000 on generators vs 6,000–8,000 on mobs; maybe they can't get negative statuses, which cancels shock and Bully. | Not covered. | Tested only |