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I know, I know: 1% per point. Messing around on diablonut got me thinking I don't understand this anyway, because the planner gives me results I don't understand.
If I generate a completely naked level 60 wizard and equip a desolator wand:
wand's base max damage is 226
wizard's base int is 187 (should be a 187% damage bonus, or multiplier of 2.87)
I'd expect the planner to show me max damage of 649. Instead the planner shows me 914.
Am I right, or is the planner right? If the planner's right, what am I missing? Is "max damage" actually maximum crit damage?
Probably "hero damage" is a DPS stat, not a damage per hit stat. Try accounting for attack speed?
wand's base max damage is actually 222 (avg. of 226 and 218).
Use that and keep in mind that 95% are normal hits and 5% are critical hits (normal * 1.5)
normal hit 222*1.4*2.87
crit hit 222*1.4*2.87*1.5
hero's damage: 95% * normal hit + 5% * crit hit
calculus is 95/100*222*1.4*2.87 + 5/100*222*1.4*2.87*1.5 = 914.2959
Thank you, this makes the values in the planner consistent.
Then if the planner is right, primary stat and then pure damage affixes (MinMax, LightningD, ArcaneD, HolyD, PoisonD, FireD, ColdD) / Bleed stand to be some of the strongest DPS modifiers in the game. Even there's a hint that these values might be in error -- in some cases, the planner applies the max modifier twice. If it's actually just once and they're worth only half as much, they'll still be almost as strong as the Int affix.
%ED, %Haste, Kings, %criticalDamage should take a back seat and bring a lower DPS gain at high levels if this is right.
Here is another quesion, though. Can the same item gain both the MinMaxDamage affix (physical) and the LightningDamage affix? Although they're different affixes they both are in the same affix "group". If so the chances of a good roll on a rare item improve.
Max damage is good for fast weapons were %ED favors slower big 2 handers since they have higher DPS values. Max/min damage get's diluted with them.
Not exactly sure how elemental damage multiplies, but doubt it's the same way due the fact that those affixes got notably higher values.
Seems like elemental damage works exactly like normal damage (aka +min/max damage bonus).
Well from the builder:
Hand crossbow (grand impellor) 98-196 min damage - 131-261 max damage vs 98-196 min holy damage - 229-457 max holy damage.
You are correct that the upper values for elemental damages seem like they have the min damage added onto max damage. 457-261=196 and 229-131=98. Seems consistent enough to be a bug.
Does the holy elemental damage affix still deal holy damage with let's say fire or physical damage dealing ability? If they you maintain the damage type spread then splitting the type definitely seems like beneficial trait.
If you have Cold damage on your weapon and you're doing a Fire ability, the cold damage becomes fire damage.
If you're using an ability with unspecified element type (physical counts as an element) the cold damage carries over as cold and applies a chill. And benefits from or applies your cold-related passive. It seems like mostly melee abilities are unspecified element. Maybe there will be some exceptions for demon hunter.
Now look at the affix database itself in diablonut:
ColdD rank 14 has a max roll of 134-313.
In the planner, when I'm selecting affixes it says: +(67-134)-(157-313) Cold Damage
After I select the affix it says: (67-134) - (157-313)
Aaaaaaand, they fixed it already. Wow!
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