Mechanics thread

To put it simply, after reading your post on multipliers and percentages, I'm a bit confused.

My question warrants an example.

Skill gem - Lightning Arrow (LvL 5): 50% of Physical damage is converted to lightning damage.

Support gem - Increased critical damage (LvL 1): 53% increased critical strike multiplier.

My question, when Lightning Arrow "crits" does the support gem increase the lightning damage as well or does this just pertain to the "Physical" end of things?

And if it does effect the lightning damage portion can the lightning portion "crit" and would it gain from the support gem as well?

Lastly does elemental damage talents increase the lightning portion of Lightning arrow and does it do so before or after the multiplier for the "crit" has been added?
People say video games kill: I guess the good die young?
Last edited by Vudujoose#4489 on Jul 29, 2012, 5:09:26 AM
so basically ... if I use these buffs : Vitality, Determination and maybe Haste .... only the following support gems I can/need to use :


Increased Duration - Increases the duration of the skill.
Reduced Mana Cost - Reduces the mana cost of the skill.


right ?

that means I can use a single piece of equipment with 4 slots to put Vitality + Determination + Inc. Duration + Red. Mana Cost ....

and come to think a bit about the X% mana reserve from buffs ... think I will skip the Blood Magic in the Skill Tree ... and let the buffs use mana pool .. and use Blood Magic Support Gem on my attacking skill ....seems better this way ... got to try it ....
Long Live the Templars !!!!
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Vudujoose wrote:
To put it simply, after reading your post on multipliers and percentages, I'm a bit confused.

My question warrants an example.

Skill gem - Lightning Arrow (LvL 5): 50% of Physical damage is converted to lightning damage.

Support gem - Increased critical damage (LvL 1): 53% increased critical strike multiplier.

My question, when Lightning Arrow "crits" does the support gem increase the lightning damage as well or does this just pertain to the "Physical" end of things?

And if it does effect the lightning damage portion can the lightning portion "crit" and would it gain from the support gem as well?

Lastly does elemental damage talents increase the lightning portion of Lightning arrow and does it do so before or after the multiplier for the "crit" has been added?


When you hit a critical strike all damage are affected (physical, elemental, chaos)

For the second let's say you deal 100 base physical damage, you have +40% physical damage +20% lightning damage.
Your damage with Lightninng Arrow will be :
Physical = (100*(1+40%))*50% = 70
Lightning = (100*(1+40%+20%))*50% = 80
The bonus for critical strike is added after, so if you have a 200% critical damage multiplier :
Physical = 70*200% = 140
Lightning = 80*200% = 160

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InfinityAtEnd wrote:
so basically ... if I use these buffs : Vitality, Determination and maybe Haste .... only the following support gems I can/need to use :


Increased Duration - Increases the duration of the skill.
Reduced Mana Cost - Reduces the mana cost of the skill.

right ?

that means I can use a single piece of equipment with 4 slots to put Vitality + Determination + Inc. Duration + Red. Mana Cost ....

and come to think a bit about the X% mana reserve from buffs ... think I will skip the Blood Magic in the Skill Tree ... and let the buffs use mana pool .. and use Blood Magic Support Gem on my attacking skill ....seems better this way ... got to try it ....


Increased duration will not work on auras (they don't have a time of effect, if you are in the area of radius you've got the buff, else you don't)
And for Blood Magic Keystone vs Blood Magic Support gem, all depends on your build.
thought increases to elemental damage from a convert happens after not during?

so like physical gets its modifiers, then 50% of physical is now lightning, the mew lightning then gets its specific boosts.
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soul4hdwn wrote:
thought increases to elemental damage from a convert happens after not during?

so like physical gets its modifiers, then 50% of physical is now lightning, the mew lightning then gets its specific boosts.


I'm sure at 99,99% of my calculation. Iron Reflexes conversion works like this, and my tests give me same damage with those displayed on character sheet for attacks like Lightning Arrow, Glacial Hammer...
Last edited by Kissan#7229 on Jul 29, 2012, 9:19:12 AM
Everything that converts from one to another gets benefit from both sources. Physical to cold means you will get benefited by both physical and cold damage passive for the cold damage portion. Iron Reflex means you will get benefit from both evasion rating and armor passive/mod.


And @ InfinityAtEnd
Yes, reduced mana cost (gem) will reduced the hp reserved.
Alice_of_Wraeclast - Dagger CI Witch
Alice_MadnessReturns - Molten Strike AoF witch
Flavour Build concept taken from Alice: Madness Returns
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wxyjac wrote:
Everything that converts from one to another gets benefit from both sources. Physical to cold means you will get benefited by both physical and cold damage passive for the cold damage portion. Iron Reflex means you will get benefit from both evasion rating and armor passive/mod.


That's the way it is.

Say you have 10-20 physical damage weapon and passives that increase your weapon damage by total of 100%, you'll do
20-40 physical damage

Now, if you start using infernal blow that converts 50% damage to fire that will be
10-20 physical
10-20 fire

If you have fire damage and/or fire damage on weapons bonus of, say a grand total of 50% you'll do
10-20 physical
15-30 fire

So fire portion of the damage got increased twice, and not additively but multiplicatively, which would mean that half of your weapon damage first got increased by 100% and then that total was again increased by 50% which would sum it up as not a 150% increase, but 200% (probably the main reason why those weapon elemental damage nodes were nerfed).
Respect your passive skills and they shall respect you in turn.
I will quote Mark :

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Mark_GGG wrote:
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zriL wrote:
I think it's not logical at all. When the passive says convert evasion into armour, I except it to applied either before both armor and evasion passives or after both. However, currently that means that the conversion is applied after evasion passives and before armour passives, which doesn't make any sense to me.
No, it doesn't mean that. That would be turning the additive increase into multiplicative ones, which would be completely broken.

Technically, the conversion is applied to the base values, and then all increases applicable to both are applied.

It's logical to assume that if your evasion is converted to armour, and you increase your evasion, that increases the amount of armour you end up with.

It's also logical to assume that if you have some armour, and get passives to increase your amour, that you end up with more armour.

This system allows both of these very logical assumptions to hold. It's based on the way damage conversion is handled, which we changed to work this way because everyone assumed it worked like this and people were confused and disappointed to find it did not.


Why it would be different for damage ?
Is the character sheet broken for elemental damage ? I didn't heard anything about that.
What Mark is saying is that the passive increases BOTH take the base value. So if you have 500 evasion, +50% evasion, +50% armour, and Iron Reflexes, it works like this:
500 Evasion + 50% = 250 Increased Evasion
500 Armour through IR + 50% = 250 Increased Armour
500+250+250=1000 Armour
Or in short, 50%+50%=100% Increased

This as opposed to 750 Armour through IR + 50% = 375 Increased Armour, or, 50%*50%=125% Increased.

Which means that raic's example of +100% physical damage and +50% fire damage for 50% converted would give 100%+(50% of 50%)=125% increased damage, if I'm not mistaken.
Last edited by 0nin#3548 on Jul 29, 2012, 12:25:04 PM
Weapon elemental damage were nerf'd because of how easily you can obtain several elemental mods on items, how easily to achieve high elemental damage % (weapon elemental gem for example), and how 1 point in elemental damage covers all 3 sources of damage.

It was bad enough to a point, where if you don't use specifically physical damage, you will always get more dps from 5% elemental node than 8% physical node, even pure elemental damage type like lightning will probably provide more dps increase.
Alice_of_Wraeclast - Dagger CI Witch
Alice_MadnessReturns - Molten Strike AoF witch
Flavour Build concept taken from Alice: Madness Returns

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