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That still wouldn't make what you said right. Infact unless you have some actual testing to back it up I find that pretty hard to believe, especially since such a bug can be fixed trivially simply by applying the max damage modifier first (or both simultaneously). Not that it matters all that much, few weapons have such narrow damage ranges in the first place.
Actually, most high-end weapons have damage ranges narrower than the damage affix, as the range on everything except bows is usually in the 100-150 damage range while affixes add 250-450 min damage. Note that this only applies to physical damage, elemental damage is applied after. The order is:
1. min physical damage bonuses
2. increase max damage to min+1 if min is above max
3. max physical damage bonuses
4. damage %
5. elemental damage bonuses (these are applied as you would expect)
6. IAS %
Last edited by Grayson Carlyle; 21-06-2012 at 13:06.
Michal it because the damage mod tool tip is broken its adds the minimum damage to the maxium in the text. A +10-22 damage mod is +10 min damage and +12 max damage.
Everything Grayson said is right. Presumably this arose because they
1) Decided that if an item had both +X and +Y damage, it made sense to lump them into one line: "+X-Y damage",
2) Thought it looked wonky to have bonuses like "+10-5 damage",
3) Decided, fitting the design paradigm that simplistic appearance is more important than having anything make any sense, that they'd change the tooltip to "+10-15" even though that has nothing to do with what's actually happening.
4) (this part's weird) decided that +damage gems would be given values which made the tooltips _look_ right (e.g. +10-20), just by making the actual gem properties +10 min and +10 max.
Somehow the cart was leading the horse: whether the tooltip matched the design expectation took precedence over what was happening in-game. Just sloppy all around.
The fact that physical bonuses were weaker than they looked was mostly cancelled out by the fact that they get the benefit of +%damage bonuses while elemental modifers don't (again, seemingly arbitrarily). This is why top weapons are physical damage ("of death") and +% damage ("Grim") combos. The ones at the top of the AH are the ones that happened to roll high min damage (invisible).
Damage Max is actually a bonus to damage Delta which is added onto Damage Min.
So a bonus to min/max would actually roll like this:
Min damage + Min damage bonus
Delta Damage + Delta Damage Bonus
Max damage = Min Damage + Delta damage
So the min AND max bonus are added to the max.
Examples:
A 10-22 damage stat on a ring is actually +10 min damage, +12 max damage, so it would change a 200-500 damage weapon into a 210-522 damage weapon.
200 min damage + 10 = 210
300 delta damage + 12 = 312
This results in the end:
210 Min
522 Max
So 210-522 would be the result from a 10-22 bonus
Edit:
Evidence to back up what I say I hear? Well lets look at the game engine and have a look:
Damage_Weapon_Min_Total = (Damage_Weapon_Min + Damage_Weapon_Bonus_Min) * (1 + Damage_Weapon_Percent_Total)
Damage_Weapon_Delta_Total = Max((Damage_Weapon_Delta_SubTotal + Damage_Weapon_Bonus_Delta) * (1 + Damage_Weapon_Percent_Total), 0)
Damage_Weapon_Max_Total = (Damage_Weapon_Min_Total + Damage_Weapon_Delta_Total)
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