Mechanics thread

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Finale wrote:
If i have 50% increased fire/elemental damage from passives/equips and i hit a mob for 100 damage igniting him, will i deal 100*1.5*1.5*0.8=180 or 100*1.5*0.8=120 burning damage?


You will deal 180, fire/elemental damage affects both damage that caused ignite and burning damage that ignite does independently. Note that fire resistance will also apply twice.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
"
raics wrote:
"
Finale wrote:
If i have 50% increased fire/elemental damage from passives/equips and i hit a mob for 100 damage igniting him, will i deal 100*1.5*1.5*0.8=180 or 100*1.5*0.8=120 burning damage?


You will deal 180, fire/elemental damage affects both damage that caused ignite and burning damage that ignite does independently. Note that fire resistance will also apply twice.


Thanks, I also hadn't thought about the resistance being applied twice
more known as: Elanif
Some questions about EA.
Is these formulas correct when calculating EA with regards to resists etc?

AvgExplode=AvgBase*(1+IncMod+IncrModN+ResIncOrDec)*(1+MoreMod)*(1+MoreModN)
Where IncMods would be: IncAoeDmg, Inc%Fire, Inc%Elemental (not weapon elemental but templars Elementalist node)
Where MoreMods would be: MoreAoeDmg
Say the mob has a base resist of 0 and you apply curses and penetration for 100 reduced resistances, would that be an additive 100% Increased modifier in my ResIncOrDec?.
Say the mob has 300resist, my curses wont do enough, penetration still applies, would I add 36-75=-39 to my ResIncOrDec?

AvgBurn=AvgExplode*(4/5)*(1+incBmod+incBmodN+ResIncOrDec)*(1+Bmore)
Where IncBmod would be: IncBurnDmg, IncDotDmg, Inc%Fire, Inc%Elemental
Where MoreBmod would be: none in this case.
Do the same resistance rules apply here? Or do not penetration work on my ignite burn here?

Trying to figure out how much extra you can scale EA with a Vaal'd empower in a +3bow which would give me a lvl28 EA.

Side question: How do I calc my reflect dmg? Say there's 25% reflect. I got 80% fire resist. Assume 100dmg explode.
Is it 100*0.25*0.2 dmg taken?
Last edited by Lysithea#1224 on Mar 19, 2014, 6:23:14 AM
"
Lysithea wrote:
Some questions about EA.
Is these formulas correct when calculating EA with regards to resists etc?


ResIncOrDec is separate from direct increases and decreases to damage, it's also separate from 'increased damage taken'.

So, in that example of yours you would have another multiplier with (1 - 0,39)

Penetration doesn't work with damage over time, it needs a hit to work.

Exactly, the reflect would work like that, if it's still too high try arctic armor.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
"
raics wrote:
"
Lysithea wrote:
Some questions about EA.
Is these formulas correct when calculating EA with regards to resists etc?


ResIncOrDec is separate from direct increases and decreases to damage, it's also separate from 'increased damage taken'.

So, in that example of yours you would have another multiplier with (1 - 0,39)

Penetration doesn't work with damage over time, it needs a hit to work.

Exactly, the reflect would work like that, if it's still too high try arctic armor.


So the entire Resist part functions as a More or Less part then? which are all multiplicative? And just remove penetration for the burn part?

AvgExplode=AvgBase*(1+IncMod+IncrModN)*(1+MoreMod)*(1+MoreModN)*(+-ResIncOrDec)

AvgBurn=AvgExplode*(4/5)*(1+incBmod+incBmodN)*(1+Bmore)*(+-ResIncOrDec)
with ignored penetration values here for the reduced resistances.

So my EA single curse build would add a 135% More multiplier to a 0resist mob (99% for the burn). And later on if I go dual curse it'd be 194% more multi? Feels insane but maybe the base resists of mobs in merc is high.

edit: getting pretty funny values if there's a mob that has such high resist that I wouldn't be able to decurse it below it's cap resists.

"

lvl28 EA (with assumed scaling as previous 20-24lvls)
AvgExp0Res 79,416
AvgExp100res 52,404
AvgExpPenOnly 16,477

AvgBPSec0res 133,590
AvgBPsec100res 66,284
AvgBPsecCapRes 2,686
Last edited by Lysithea#1224 on Mar 19, 2014, 7:26:42 AM
"
Lysithea wrote:
So the entire Resist part functions as a More or Less part then? which are all multiplicative? And just remove penetration for the burn part?

AvgExplode=AvgBase*(1+IncMod+IncrModN)*(1+MoreMod)*(1+MoreModN)*(+-ResIncOrDec)

AvgBurn=AvgExplode*(4/5)*(1+incBmod+incBmodN)*(1+Bmore)*(+-ResIncOrDec)
with ignored penetration values here for the reduced resistances.

So my EA single curse build would add a 135% More multiplier to a 0resist mob (99% for the burn). And later on if I go dual curse it'd be 194% more multi? Feels insane but maybe the base resists of mobs in merc is high.


Yup, that's the way it works, on a 0 resist enemy it's 49% for the curse and 35% for penetration for a total of 84% more damage.

The snag is... monsters are very resistant in endgame, often overcapped, all bosses are curse-resistant (act, map, rogue exiles, invasion, corrupted area), 'curse immune' is a very common rare and map mod, and casting curses on every enemy that comes along is goddamn annoying.

So it's not really as insane as it looks.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
If I didn't mess up my values or the formulas in my sheet the dmg difference is quite insane with those values. Then again, it sure explains why Enfeeble/fire resist maps was such a pain when I played EA in domination.

Edit: Checked through my values, nothing should be wrong. Really highlights how much curseimmune fire resist mobs negate fire dmg if EE+pen isn't enough to lower them. Also the huge difference in dmg when enfeeble's Less modifier applies twice on EA, once on the explode and once on the burn. Also how important resists is for yourself!

Spoiler

lvl28 (with assumed scaling from lvl20+ which seemed to be ~12% per lvl)
EA EXPL LOW HIGH AVERAGE
NO RES 63,533 95,299 79,416
100 RES 41,923 62,884 52,404
PEN RES 13,182 19,773 16,477

EA B/s LOW HIGH AVERAGE
NO RES 106,872 160,308 133,590
100 RES 43,187 64,781 53,984
CAP RES 2,149 3,223 2,686


lvl20
EA EXPL LOW HIGH AVERAGE
NO RES 25,878 76,899 51,389
100 RES 17,076 25,630 21,353
PEN RES 5,369 8,059 6,714

EA B/s LOW HIGH AVERAGE
NO RES 43,531 129,357 86,444
100 RES 17,591 26,403 21,997
CAP RES 875 1,314 1,094


And some values with a Stack-explode-burn cycle with bowspeeds taken into account. 5.4sec burnduration
~HIGH CycDps | ~Avg CycDps | Avg 5Stack Ex+BurnWDur TotDmg
lvl28
no res 126,479 | 105,399 | 800,801
100r 54,318 | 45,265 | 343,918
pen 4,893 | 4,078 | 30,981

lvl20
no res 113,442 | 75,809 | 518,186
100r 24,608 | 20,502 | 140,138
pen 2,217 | 1,847 | 12,624


holy shit formatting is bad once submitted, wtb code tag or something, hopefully its somewhat readable. These values is with a high armor and life build thats using kaoms, EA-conc-firepen-burningdmg-eleprolif-empower/chancetoignite. Now I know what to aim for first.


Edit2: It's messy but here's my spreadsheet I made to get the numbers. Toying around a bit with some values now and then. If you can follow my mess and notice anything wrong in it just point it out!
Last edited by Lysithea#1224 on Mar 19, 2014, 12:55:43 PM
I started playing Ambush two days ago (I hadnt had played PoE for a year) and after some hours of playing I found a ItemLevel 28 Mage's Vest with 6 sockets (2 linked). That got me a bit confused, as items used to have at least ilvl 50+ to have 6 sockets, didn't they? Does the Ambush League have different mechanics than what is stated on the PoE WiKi?

Greets,
Bratze
"
Bratzekatze wrote:
I started playing Ambush two days ago (I hadnt had played PoE for a year) and after some hours of playing I found a ItemLevel 28 Mage's Vest with 6 sockets (2 linked). That got me a bit confused, as items used to have at least ilvl 50+ to have 6 sockets, didn't they? Does the Ambush League have different mechanics than what is stated on the PoE WiKi?

Greets,
Bratze
There is an Ambush Strongbox Mod that makes it drop Items with "More Sockets", that bypasses the default itemlevel rule for Sockets..
IGN: Golem_Antsy, Harvest
I Vaal Orbed this quiver. Is the new implicit a "Curse on Hit" thing? (If so, would it stack mob´s current curse or replace?) - Or is it something else? How this "grants xxx skill" works?

Last edited by junaum#4262 on Mar 27, 2014, 3:33:35 PM

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