Mechanics thread

Hi, I'm having some issues calculating total life and armour with IR and was hoping someone here could help me out.

My Ranger is level 67 and the stats are as follow:
Base Eva for level 67: 67*3+50 = 251
Total Dex: 263
Total Evasion_from_gear: 1199
Total Armour_from_gear: 205
Total increased eva_rating: 58%
Total increased arm_rating: 8%

As I understand, the formula for IR would be:
(Base_Eva_At_Lvl+Eva_Gear)*(1+(Eva_Rating/100)+(Dex/500)+(Arm_Rating/100)) + (Arm_gear)*(1+Arm_Rating/100)

Which would give me:
(251+1199)*(1+(58/100)+(263/500)+(8/100)) + (205)*(1+8/100) = 3391,1 Armour

However, the character stats says 3403 Armour so am I doing it wrong or is it just some rounding errors involved?

P.S. I've checked the numbers 10 times at least.

Thanks in advance!

/Ultrisen
It's a bug with Iron Reflexes, your base Evasion is upped by 3 points.
Okay so this race proved that idea's shall collide when rolling maps.

Can anyone confirm that you know for yourself (Not going off kripp's video please) that when rolling maps will the pack size roll effect the size of magic monster packs?

Magic monsters are in packs of their own and I have seen them range in size from 3 mobs to 12 magic monsters grouped together I am under the impression that the pack size mod does effect them but if we could get a Dev or someone to reply with a 100% answer and not just speculation would be nice.
ign Tafe/DesuDesu_GGG
EDIT2: Alright, I've been informed that the formula in the thread is in fact totally wrong, and the current one will be discussed more in the future.

Was testing some stuff in PvP, and the PvP damage reduction formula is NOT reflecting what I'm seeing in game. My damage is actually being increased (on a lvl 73 character).

Ice Spear
-tooltip 61-94, 77.5 average.
-actual, lvl 60 enemy with 1% cold resist: 96.8 average.

What is happening here?

EDIT: Ice Nova was 49 tooltip 72 actual, wanding was 34.5 tooltip 57.3 actual (vs 0 armor). So the PvP damage modifier is based on the size of the hits?????
Last edited by aimlessgun#1443 on Jan 22, 2013, 12:57:30 AM
Hi! got few questions


if damage is calculated as follows
(weapon_damage*wpn_dam_mod+integer_bonus)*(gear_dam_mod+passive_bonus)

where passive_bonus is sum of eany - increase physical damage , increase 1h damage ,increase weapon type damage and also adds x% phys damage as element.
Does % physical daamge from strenght add to passive_bonus ? what about damage bonus from auras and curses? would it look like this ...

1) (weapon_damage*wpn_dam_mod+integer_bonus)*(gear_dam_mod+passive_bonus+str_bonus)*aura_mod*curse_mod


next would be conversion : if ability converts X% damage to A element and is supported by add Y% B element then amount of added b element is :

2) wpn_dam_final*(100%-X%)*Y% or wpn_dam_final*Y% ?
or Add element damage support gem is calculated same as damage from passives and would be wpn_dam_base*Y%



Increased attack/cast speed:
3 ) weapon_speed*weapon_ias*(passive_ias+gear_ias+skillgem_ias) * frenzy_ias ?


4) +integer el damage from aura - does it get increased by +%element damage or %spell damage?

Last edited by Stt3r0#1428 on Jan 22, 2013, 11:31:38 AM
Is %increased projectile damage multiplicative with %increased phys and %increased ele, or is it essentially two separate mods of %increased phys and % increased ele that are applied additively?
IGN: Feels
Last edited by analdischarge#7171 on Jan 22, 2013, 6:33:06 PM
'Increased' is additive, 'More' is multiplicative.
"
Vipermagi wrote:
'Increased' is additive, 'More' is multiplicative.
Then i propose getting rid of "projectile damage nodes" if all they effectively are is %increased phys for projectiles + %increased ele for projectiles, replacing projectile nodes with these mods will only clear up any confusion.
IGN: Feels
Last edited by analdischarge#7171 on Jan 22, 2013, 7:09:20 PM
Hi, if I have Determination Aura lvl20 (51% more armor) , Iron Reflex, and 50% increased evasion rating from passives. Are those 2 the exact same thing ? Can one compensate for the other with only losing/gaining 1% total armor ?
They're different: 'Increased' is additive, 'More' is multiplicative.

Let's say you have 1000 Evasion, +50% Increased Evasion and +50% More Armor.
First 'Increased' is applied: 1000 * 1.5 = 1500.
Then 'More' is applied: 1500 * 1.5 = 2250 Armor.

If you had +50% Increased Armor instead of More Armor, it would simply add to the Increased Evasion, leaving you with 1000 * 2 = 2000 Armor.

Determination will leave you with more Armor than the 50% Increased Evasion will, because you will always have some amount of Dexterity (every 5 points of Dex grant 1% Inc. Evasion). The best results will be gained by using both, though, by a long shot.
Last edited by Vipermagi#0984 on Jan 22, 2013, 10:29:13 PM

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