How Thrown Utility Damage Works In Dark And Darker?

In this guide, we’re going to be going over thrown utility in Dark and Darker and what exactly can affect their damage since I often find people don’t really loot or use these Dark and Darker Items as often as they should when they give such a massive advantage in fights.

How Thrown Utility Damage Works In Dark And Darker?

Explosive Bottles And Oil Lanterns

Let’s start with the Explosive Bottles and Oil Lanterns, also commonly referenced as Mollies.

Explosive Bottles: Throw an explosive bottle at a target location that will cause a bottle that creates a fiery explosion upon impact, scorching the surrounding area and inflicting area-of-effect (AOE) damage to all within its blast radius. It is lootable. The damage it deals depends on its tier. The higher the tier, the higher the damage it deals.

Oil Lanterns: When in someone’s hand, emits light that illuminates the surrounding area. Additionally, it can be thrown in a similar fashion to an explosive bottle, leaving fire that deals 3 magical damage per second. They can be found in loot chests.

These throwable utility items will deal no impact damage and instead spawn a ground AOE that deals 3 magic damage per second, no matter the Rarity.

Dark and Darker Explosive Bottles

Right now, I’m actually not sure what rarity does for Explosive Bottles. It seems like it only affects the sell price to the vendor. The duration and base damage are the same across the board. Anyway, if you want these bottles, be prepared with plenty of Dark and Darker Gold.

Since Explosive Bottles and Oil Lanterns are magic damage. Their damage will increase with Magic Power Bonus, + Additional Magic Damage and + True Magic Damage, all at 50% scaling.

The burn effect or tick damage can stack up to 3 times and randomly appear in the AOE. This is why Explosive Bottles may sometimes seem ineffective and other times very powerful.

Here’s just five ticks at plus 4 magic damage on my Fighter. Of course, the duration is a bit exaggerated here for demonstrational purposes since usually won’t cook for more than 2 or 3 ticks if you just run through them. Still, it’s a decent amount of damage.

Francisca Axes And Throwing Knives

Now, let us look to the Francisca Axes and Throwing Knives, which do a single instance of on-hit physical damage.

Here is a rule: just follow basic weapon damage for most time. So, + Additional Physicial Damage, + True Physical Damage, and any form of physical power will increase the damage from these two utility items at 100% scaling. This is where perk and spell bonuses make things a little crazy.

As not only do they benefit from weapon perks, like the Barbarian’s Axe Specialization, and Executioner for Francisca Axes, they will also benefit from any kind of Applied Damage Buffs, like the Cleric’s Divine Strike and the Wizard’s Ignite.

At full buff, this can cause some absurdly high damage numbers, even with absolutely no gear. For example, I can hit in the high 60s with the Starter Kit Franciscas Axes, which deals only 18 damage at base.

Note, that’s over three times the base damage.

Dark and Darker Throwing Knives

All we need are our two strength skills, our applicable Barbarian perks, and a base gear Cleric to give us Divine Strike and Bless.

You can even throw Ignite on for more damage as it still applies to utility items even though the VFX doesn’t appear.

Another key feature of thrown physical utility is that it has a fairly strong on hit slow, actually very strong on hit slow, as they currently sit at 25% and 20%. These stats are both higher than the long sword and it sounds kind of crazy.

Now, Ironmace has addressed the effectiveness of these two utility items in the past by adding both damage and velocity falloff, making them slightly less effective at longer ranges.

However, an in-game mechanic that people often don’t know about is that you could hold down or charge up your throw over a couple of seconds to bring it up to maximum speed. And it honestly makes a pretty big difference.

One last note on these two thrown utility items is that it will trigger any on hit skills or perks, like the Barbarian’s Achilles Strike and Reckless Attack, the Fighter’s Victory Strike or the Rogue’s Rupture, Weakpoint and Poison Weapon.

Even though it doesn’t show up on the training dummy and yes, they’re not damaging utility items. But throwing torches and lanterns also can be used to apply Achilles Strike and Rupture.

Conclusion

Now, I know this isn’t exactly game-changing knowledge for those who have been playing Dark and Darker for some time, especially those who’ve been around since the early play test and witness firsthand the Francisca Axe is at their peak power.

But the bottom line here is that these items still scale up to be incredibly strong and they’ll give you huge advantages in PVP. They’re definitely worth looting and buying for cheap price since chances are your class is already optimized to deal with high damage with them.

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