Mechanics thread

I'm working on a dmg calculator for PoE and its working great so far (only for attacks, formulars for spells are not implemented yet), I just don't know how exactly are some values rounding.

- I assume that the Buff Effect from Inner Force is always rounding down, because with +3% max res Purity it is 3 * 1.3 = 3.9 = 3 and with 4% its 4 * 1.3 = 5.2 = 5, is that correct?

- Let's say you want to convert 50% physical dmg to cold dmg and you deal 101 dmg per attack, does it calculate in 50 physical dmg + 51 cold dmg or 51 physical dmg + 50 cold dmg or is it 50.5 each?

- If its 50.5 each and you further convert the cold to fire, it would be 50.5 physical + 25.25 cold + 25.25 fire. Lets say you dont have any further increased damage to calculate in, will the display now show 51 physical 25 cold 25 fire? Or does it always round down/up?

So many questions....

Here a Screenshot:
Spoiler


Thanks in advance
IGN: ZapMcZapper
Hi again.

Thank you for confirming about mob's chance to evade crits.

Based on this I've thrown together a spreadsheet on Google Docs to show the effective damage you do based on hit chance, crit chance, crit multiplier and crit chance multiplier: http://bit.ly/Xy447V

It's a bit big and slow, but will show you for a given hit/crit chance just how much +crit chance and +crit multiplier you need to be doing as much/more damage than if you were to take Resolute Technique as a percentage of your damage potential.

For example:
80% chance to hit and 7% base crit chance, and 100% increased crit chance, you'd need at least 185% increased crit multiplier for it to be worth while (>100).

Screenshot:
Spoiler

(Everyone here seems to love spoiler tags, so why not)


This obviously is not taking into account the utility/damage potential of status effects.

Let me know what you think :)
Last edited by Bob_TheMadCow#4793 on Feb 10, 2013, 6:37:50 AM
this doesn't appear to have been said explicitly: does the character's direction affect blocking? ie. if my character is not facing an enemy does this reduce block chance?
"
discomfitor wrote:
this doesn't appear to have been said explicitly: does the character's direction affect blocking? ie. if my character is not facing an enemy does this reduce block chance?

It doesn't
"
Flexn wrote:
I'm working on a dmg calculator for PoE and its working great so far (only for attacks, formulars for spells are not implemented yet), I just don't know how exactly are some values rounding.

- I assume that the Buff Effect from Inner Force is always rounding down, because with +3% max res Purity it is 3 * 1.3 = 3.9 = 3 and with 4% its 4 * 1.3 = 5.2 = 5, is that correct?

- Let's say you want to convert 50% physical dmg to cold dmg and you deal 101 dmg per attack, does it calculate in 50 physical dmg + 51 cold dmg or 51 physical dmg + 50 cold dmg or is it 50.5 each?

- If its 50.5 each and you further convert the cold to fire, it would be 50.5 physical + 25.25 cold + 25.25 fire. Lets say you dont have any further increased damage to calculate in, will the display now show 51 physical 25 cold 25 fire? Or does it always round down/up?

So many questions....

Here a Screenshot:
Spoiler


Thanks in advance


This looks really helpful. I was going to make something similar in excel for my own use, but stealing someone elses work is definately more efficient :P I'd love to see the finished product......Be even better if I could see your work somehow in the application, or seperately.
Hi! Just spent 1 hour searching everywhere but this question doesnt seem to have been asked.. What's the order of addition for defensive passives? Will armour passives include evasion, which is the "potential armour" into calculations when Iron Reflexes has been learnt?

To illustrate:
Iron Reflexes converts all evasion to armour.
Steel Skin increases armour by 30%.
Leather and Steel increases both evasion and armour by 24%.

Let's say I have 1000 evasion and 0 armour.
Case 1:
With Iron Reflexes and Steel Skin, will I get 1000 armour or 1300 armour?
Case 2:
With Iron Reflexes and Leather and Steel, will I get 1240 armour(only the evasion part), 1480 armour, or maybe even(not really possible but..) 1537.6 armour?
"
AngelWingxx wrote:
Hi! Just spent 1 hour searching everywhere but this question doesnt seem to have been asked.. What's the order of addition for defensive passives? Will armour passives include evasion, which is the "potential armour" into calculations when Iron Reflexes has been learnt?

To illustrate:
Iron Reflexes converts all evasion to armour.
Steel Skin increases armour by 30%.
Leather and Steel increases both evasion and armour by 24%.

Let's say I have 1000 evasion and 0 armour.
Case 1:
With Iron Reflexes and Steel Skin, will I get 1000 armour or 1300 armour?
Case 2:
With Iron Reflexes and Leather and Steel, will I get 1240 armour(only the evasion part), 1480 armour, or maybe even(not really possible but..) 1537.6 armour?


We have answered this question many and many time, in general in the passive tree forum. And all of your possibilities are false :p

You will have 1000*(1+0.30+0.24)=1540
Not exactly mechanics, but, what is currently the highest theoretical DPS ability - both the single target one and the AOE one?

Obviously gear etc take factor, but from the viewpoint of the base stats of abilities and how they scale with items, which would be the most dps? Flicker strike? Freezing Pulse? Perhaps frenzy? EK?

Obviously, this is just for maximum DPS theorycrafting - not saying such a build is viable. Was just interested if someone did the maths to get to what would be the highest DPS atainable.
ign KlearSpeed

1.3 Torment - Scion Kinetic Build Guide (HC Viable)
http://www.pathofexile.com/forum/view-thread/1146976
"
Litheum wrote:

This looks really helpful. I was going to make something similar in excel for my own use, but stealing someone elses work is definately more efficient :P I'd love to see the finished product......Be even better if I could see your work somehow in the application, or seperately.


Thanks for your interest. I came up with this idea when I wanted to calculate something, so I searched for some PoE calculator but there are none yet, so I just thought: "Lets do my own one then". Once its finished I will make it public, but that might take some time. There are so many different stats that all increase or decrease your damage in so many different ways and on top of that, you have converted dmg, which calculation is just insane if you convert converted dmg or whatever. If you want to know something special, just send me a PM and I might give you some code pieces.

Oh and if anyone wants to help me, he can work on the skill .ini files. It's a long and boring work so I didnt do much there yet :P

Here the files:
PoE Strength Skills.ini
[Cleave]
Skilltype = Attack,AoE,Melee
Reduced Physical Dmg while Dual Wielding = 40
Dmg Effectiveness = 70
Leveleffect = Increased Dmg
Level = 0,3,6,9,12,15,18,21,24,27,30,33,36,39,42,44,46,48

[Flame Totem]
Dmg Effectiveness = 10
Leveleffect = Min Fire Dmg
Leveleffect2 = Max Fire Dmg
Level = 38,42, , , ,64,70, , ,93,102,107,112,117,147
Level2 = 57,64, , , ,95,105, , ,140,154,161,168,176,220

[Glacial Hammer]
Converted Physical to Cold = 50
Dmg Effectiveness = 125
Leveleffect = Increased Dmg
Level = 0,3,6,9,12,15,18,21,24,27,30,33,36, , ,43, ,51

[Ground Slam]
Skilltype = AoE,Melee
Dmg Effectiveness = 70
Leveleffect = Increased Dmg
Level = 0,4,8,12,16,20,24,28,32,36,40,44,48,52,56,58,60

[Heavy Strike]
Dmg Effectiveness = 150
Leveleffect = Increased Dmg
Level = 0,4,8,12,16,20,24,28,32,36,40,44,48,52,56,58,60, ,64

[Infernal Blow]
Converted Physical to Fire = 50
Dmg Effectiveness = 125
Leveleffect = Increased Dmg
Level = 0,3,6,9,12,15,18,21,24,27,30,33

[Leap Slam]
Leveleffect = Increased Dmg
Level = 0,4,8,12,16,20,24,28,32,36,40,44,48,52,56,58,60,62,72

[Lightning Strike]
Skilltype = Projectile,Melee
Converted Physical to Lightning = 50
Less Projectile Dmg = 30
Leveleffect = Increased Dmg
Level = 0,3,6,9,12,15,18,21,24,27,30,33,36, , ,42,43,44

[Molten Shell]
Leveleffect = Min Fire Dmg
Leveleffect2 = Max Fire Dmg
Level = 26,35,45,59,75,95,120,161,214,283,372,455,554,674,766,817,871,928
Level2 = 39,52,68,88,113,143,180,241,321,425,558,682,831,1010,1149,1226,1306,1392

[Shield Charge]
Leveleffect = Increased Dmg
Level = 100,107,114,121,128,135,142,149,156,163,170, ,184, ,198,200,202

[Shockwave Totem]
Dmg Effectiveness = 50
Leveleffect = Min Physical Dmg
Leveleffect2 = Max Physical Dmg
Level = 8,10,13,16, ,25,30,39,50,64,81, , , , ,158
Level2 = 15,19,24,30, ,46,56,73,93,118,150, , , , ,293

[Sweep]
Dmg Effectiveness = 75
Leveleffect = Increased Dmg
Level = 0,3,6,9,12,15,18,21,24,27,30,33,36,39,42,44


PoE Dexterity Skills.ini
[Bear Trap]
Dmg Effectiveness = 150
Leveleffect = Min Physical Dmg
Leveleffect2 = Max Physical Dmg

[Burning Arrow]

[Detonate Dead]

[Double Strike]

[Dual Strike]

[Elemental Hit]

[Ethereal Knifes]

[Explosive Arrow]

[Fire Trap]

[Flicker Strike]

[Freeze Mine]

[Frenzy]

[Ice Shot]

[Lightning Arrow]
Skilltype = Lightning,Attack,AoE,Bow
Dmg Effectiveness = 70
Leveleffect = Increased Projectile Dmg
Level = 0,3,6,9,12,15,18,21,24,27,30,33,36,39,42,45,48,51,54,57,60,63,66
Converted Physical to Lightning = 50

[Poison Arrow]

[Puncture]

[Rain of Arrows]

[Split Arrow]

[Viper Strike]

[Whirling Blades]


PoE Intelligence Skills.ini
[Arc]

[Arctic Breath]

[Cold Snap]
Skilltype = Cold,Spell,AoE
Critical Strike Chance = 4
Leveleffect = Min Cold Dmg
Leveleffect2 = Max Cold Dmg
Level = 5,8,10,13, , ,27, , ,29, ,40,45,63,68,74,77, , , , , ,
Level2 = 10,12,15,19, , ,41, , ,44, ,60,68,94,102,111,115, , , , , ,

[Discharge]

[Fireball]

[Firestorm]

[Freezing Pulse]

[Frost Wall]

[Ice Nova]

[Ice Spear]

[Lightning Warp]

[Power Siphon]

[Righteous Fire]

[Shock Nova]

[Spark]

[Tempest Shield]


And I still need to know how values round.

Edit: It was not a rounding issue, the values on pathofexilewiki.com are just shit.
IGN: ZapMcZapper
Last edited by Flexn#2792 on Feb 10, 2013, 10:32:30 PM
Can someone clarify the mod on Quill Rain bow?

"50% less weapon damage"


What would this effect exactly?

How is elemental hit/poison arrows interaction with this?

How is Anger/Wrath aura's working with this? What if I use inner force?

How are flat elemental damage effected?

How is +elemental weapon damage/elemental damage calculated?

Will every support gem generally be half as effective due to this mod?

Many thanks.
ign KlearSpeed

1.3 Torment - Scion Kinetic Build Guide (HC Viable)
http://www.pathofexile.com/forum/view-thread/1146976
Last edited by iMbaQ#2112 on Feb 10, 2013, 8:55:22 PM

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