Right now, from looking at the game, it seems like gems to a percentile multiplier on the effect a weapon (damage) or armour (armour value) have. If a piece of armour displays 20% Bonus, it receives a 20% Bonus. If a weapon displays 20% Bonus, it receives... well... something. Actually its not all too easy to calculate its percentile modifier as it is related to a load of variables.
The two interesting lines of code (rest over here: Link):
Code: Select all
//Armour (Line 439)
armourValue = armourValue + armourValue * GemBonus / 100
//Weapons (Line 588)
Globals["Damage"] = GlobalDamageFactor*BaseDamage * CritBonus * QualityBonus * (100 + StrengthBonus + PerceptionBonus + DexterityBonus + SkillBonus + GemBonus)
My (admittedly simple) proposal: Make GemBonus the percentile bonus it claims to be.
Either change the Bonus to a percentile multiplier as below (just change the line of code)
Code: Select all
//Weapons (Line 588)
Globals["Damage"] = GlobalDamageFactor*BaseDamage * CritBonus * QualityBonus * (1+GemBonus/100) * (100 + StrengthBonus + PerceptionBonus + DexterityBonus + SkillBonus)