Does anyone know how damage from fissures actually work?

When you create multiple fissures as a warrior, do overlapping/intersecting fissures result in an increase of damage when you slam them, or do they act as one damage source with a bigger AoE range?

What if two different or separate branches' eruptions hit a single enemy at the same time? Case 1: they branch from the same fissure. Case 2: they are completely separate.

Does the damage snapshot between weapon swaps? E.g., on one weapon the ability uses a lot of cold damage, the other weapon doesn't.

How did you come to your conclusions?
Last edited by nonoffensivename1#2572 on May 10, 2026, 2:39:04 AM
Last bumped on May 14, 2026, 2:42:40 PM
I play with Shield Wall and I'd say it works the same way as fissures.

If several Shield Walls are placed and then destroyed simultaneously (whether they overlap, intersect or not), they do not inflict more damage, even if there are several walls, it results in only one hit, but the area of ​​effect is larger (easy to test with the Shield Wall in this case).

The damage is calculated based on a snapshot of the weapon used when the wall was placed (I use Nebuloch when placing the wall to guarantee a critical hit upon its destruction, if I destroy the wall with another weapon, it will still be a critical hit).

I hope this answer was helpful. Although it concerns Shield Walls, I think the principle is the same as for fissures, I see no reason why it should be otherwise.
Last edited by LoadGik#0126 on May 10, 2026, 3:16:04 AM
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LoadGik#0126 wrote:

I hope this answer was helpful. Although it concerns Shield Walls, I think the principle is the same as for fissures, I see no reason why it should be otherwise.


Thanks. They might work the same way.

Since you know they snapshot, then if you put one down from one weapon, and another from another weapon, are you aware of how the damage would work in that context?
That's a good question, smart! :p

I don't know, but I'll try to test that later today.
"
When you create multiple fissures as a warrior, do overlapping/intersecting fissures result in an increase of damage when you slam them, or do they act as one damage source with a bigger AoE range?

What if two different or separate branches' eruptions hit a single enemy at the same time? Case 1: they branch from the same fissure. Case 2: they are completely separate.

Does the damage snapshot between weapon swaps? E.g., on one weapon the ability uses a lot of cold damage, the other weapon doesn't.

How did you come to your conclusions?


The damage snapshots, easy to test with druid. Bear form creates a fissue with damage from the talisman and when you swap to a wand, the fissure does not stop doing damage. This means a fissure build maybe wants to use weapon swap one with high damage, and weapon swap two with high attack speed to reactivate the fissures.

As per fissures on top of each other, I believe the damage does add up. If 5 different fissures (not branches, fissures) are activated and hit an enemy, all five deal damage. I think it works that way because when leveling my druid this league, for bosses more fissures meant more damage.
I just experimented a bunch with my warrior with a few different weapon swaps.
case 1: big dmg 2h, low level 1h
case 2: low level 1h, low level 1h

i'd slam fissures in a way that boss wouldn't get hit by the slam, but would get hit by the fissure.
i used each ability with one weapon many times just to be sure what the expected damage from each weapon should be.
i compared the damage from 1 fissure to multiple fissures ontop of each other with a single weapon.
i also tried 2+ fissures from different weapons at the same time.
i tried these things with both volcanic fissure and forge hammer abilities. for the forge hammer ability i used second wind so i could have two spirals to slam at the same time.


here's the result:
snap-shotting definitely happens.
overlapping fissures do not stack damage.

Edit:
I thought fissures from different weapons averaged, but i went back and tried again and was getting different results.

i tried landing on specific fissures, and the resulting damage seemed to select the high dmg or low dmg weapon randomly.
as in i'd use volcanic fissure twice (once with each weapon), then i'd repeatedly slam a split end from the higher damage weapon, but the resulting damage from each eruption would randomly be like 400, then 4k, then 4k, then 300 ???
not sure whats going on there.

Either way, i'm certain the damage does not stack.
Last edited by nonoffensivename1#2572 on May 10, 2026, 1:59:04 PM
Fissures snapshot their source when they are created.

Overlapping fissures do not shotgun the same target during the same eruption pass. More fissures mainly give more coverage and better consistency, not multiple damage instances on one enemy at the same moment.

If two fissures erupt at different times, those are classed as separate hit events and the enemy can be hit again.

If multiple fissures erupt at the same time and their damage areas overlap on the same enemy, that enemy only gets hit once.

But if one fissure hits the enemy, then later another fissure erupts and hits the enemy again, that can be a second hit

If overlapping fissures were created with different weapon snapshots, only one is accepted as a hit using its source.

That can look random in testing: sometimes the high damage weapon snapshot wins, sometimes the low damage one wins. The result should not be averaged, and it should not be added together.

Think of a fissure as a delayed attack object.

When you create it, the game keeps a source object for that fissure. That source object carries the relevant skill/stat context for the later hit.


When the fissure erupts, the game does not simply say:

"
for every visible crack:
hit everything touched by this crack


That would allow overlapping cracks to hit the same monster repeatedly.

Its something closer to:

"
start an eruption pass
make an empty list of targets already handled

for each target touched by the fissure geometry:
find the real/root target id

if that target id is already in the handled list:
skip it

if the target is not a valid enemy:
remember it as handled
skip it

if the target cannot be hit because of terrain, line checks, or hit rules:
remember it as handled
skip it

apply one fissure hit to that target
remember it as handled



The important part is the handled target list. Once the eruption pass has accepted or rejected a target, another overlapping fissure segment in the same pass should not hit that same target again.
I played Shockwave Totem / Vocanic Fissure + Forge Hammer a lot and having fun

doing huge mass multi fissures : 8 times Vocanic Fissure attack and 1~2 Forge Hammer, plus a Branching Fissure II in VF.

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