The mechanics thread - beta edition (in depth FAQ)

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Mark_GGG wrote:

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Xapti wrote:
And to correct myself, I should say that physical doesn't not benefit from ANY damage multiplier, just the physical multipliers, which are the main ones. ALL DAMAGE multiplier does affect it, but generally those are only on quality skill/support gems, and/or specific higher level skill gems
I can assure you that the physical_damage_+% stat does affect those as well. I have no idea if there's even anything in the game which gives you that stat at the moment - this is the kind of thing I'm talking about above when I say I need to spend ages looking things up to translate from the information I have about what stats affect what, and the information you guys have based on modifiers and so on you actually have.
Yeah I meant to say "added physical doesn't SEEM to (display) benefit from increased damage". I'm aware that you already told me that what SEEMS to be the case with the displayed damage, is actually NOT the case. I'm sorry to have made you write that latest bit.

But something that you did write is confusing to me: "I have no idea if there's even anything in the game which gives you that stat at the moment" what are you referring to here?
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There is a stat: physical_damage_+%
I know that if present that stat is applied to added physical damage as well as that present on a weapon.
I do not know if there is currently a way for a character to get that specific stat in the game at the moment. There might not be. It would take me quite a lot of digging to find out.
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Mark_GGG wrote:
There is a stat: physical_damage_+%
I know that if present that stat is applied to added physical damage as well as that present on a weapon.
I do not know if there is currently a way for a character to get that specific stat in the game at the moment. There might not be. It would take me quite a lot of digging to find out.
If you're not so sure about whether or not my formula for damage is wrong (that seems to be what you're saying), why did you say it was wrong earlier with such confidence?

Anyway, I did some testing to see if the added physical damage does affects more than just the way my formula shows (although my formula currently doesn't include the increased [all-type] damage that one gets from skills and support gems)

I put on +34 average damage worth of added physical damage, on my current weapon and passives and such which totaled about +270% increased physical damage (3.7x)
Based on the added damage, if it added to the base stat (and was affected by all physical damage modifiers), it should give about 33% extra damage.
if it wasn't affected by any damage modifiers, it should give about 13% more damage.

So after the test the number was very close to the expected value if It wasn't affected by any physical damage increasing mods, and no where near the bonus 33% damage it should have given if it was affected by these mods.


So, based off this testing, I can now say with EMPIRICAL certainty (not to say 100% certainty though), rather than just trusting the displayed damage (which seems to work fine for reporting the damage), that added physical damage IS NOT affected by increased physical damage.

An interesting side-note I discovered: aside from added all-type damage mod affecting it, added fire damage (the support gem which is based off physical damage) also affected it; I thought that was quite interesting.

I know you meant well Mark, but first saying "no it doesn't work like that" then just saying "I don't know how it works, or even if just a tiny bit of what you wrote is right or wrong" was not helpful to me.

For now I discovered that added physical damage (off-weapon) is definitely (with perhaps a bit of uncertainty due to testing conditions and such) not boosted by increased physical damage mod, so I presume you guys would want to fix that.

MAN time flies.... I think I just spent 3-4 hours on this test.
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Last edited by Xapti#6455 on Sep 13, 2011, 5:36:00 AM
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Xapti wrote:
If you're not so sure about whether or not my formula for damage is wrong (that seems to be what you're saying), why did you say it was wrong earlier with such confidence?
When I said you were wrong, you were claiming that it wasn't affected by any increase at all, which I know to be false - since that point you corrected yourself to saying that it is affected by the generic "increased damage" modifier - that was the part where I knew your initial claim was incorrect, so after your correction, I can no longer say for certain that you are wrong (and suspect you may not be).
I will have a look into whether physical_damage_+% is available on any mods/passives/skills at some point, but for now I don't know if your new claim is correct - which is why I have never said that one was definitely wrong - only that I know there is a physical-only stat that affects it that may or may not be available ingame.
So I was sure your original claim was wrong, and you have since admitted such and amended your claim. I am not sure if, of the bonuses currently available in the beta, your new claim is correct.

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Xapti wrote:
Anyway, I did some testing to see if the added physical damage does affects more than just the way my formula shows (although my formula currently doesn't include the increased [all-type] damage that one gets from skills and support gems)

I put on +34 average damage worth of added physical damage, on my current weapon and passives and such which totaled about +270% increased physical damage (3.7x)
Based on the added damage, if it added to the base stat (and was affected by all physical damage modifiers), it should give about 33% extra damage.
if it wasn't affected by any damage modifiers, it should give about 13% more damage.

So after the test the number was very close to the expected value if It wasn't affected by any physical damage increasing mods, and no where near the bonus 33% damage it should have given if it was affected by these mods.

So, based off this testing, I can now say with EMPIRICAL certainty (not to say 100% certainty though), rather than just trusting the displayed damage (which seems to work fine for reporting the damage), that added physical damage IS NOT affected by increased physical damage.
I suspect then that your testing is correct, although it is possible that the physical_damage_+% stat is available and you didn't test that one - it may well be described the same as another stat in some situations, leading you to believe that two modefiers woould work the same when in fact they don't - there's still some sillyness in the system (although I try to stamp it our when I find it). However, this seems highly unlikely, and I suspect that there is simply no way in the stuff currently enabled in beta to get that stat. But finding that out for sure will take me a fair while of checking everything.
Once I'm done with the big stat description redo, this stuff will be a lot clearer - both internally for us so we can actually see what's going on (fun fact - the stat "melee_damage_+%" actually only increases melee physical damage. I thought at first it was working wrong in some cases, turns out it's just misleadingly named) and externally for you guys, both with fixing the damage display and other stat descriptions on the skill popups to make them correct and unambiguous (I hate that some of them say things like "34 - 56 physical damage" and then "10% increased damage" and leave people to guess whether that's included in the displayed numbers - in the redo, the gem popup tells you the modefier, the skill popup tells you just the actual total damage, including your base weapon damage, and any and all applicable modifiers). This has taken some time, particularly because other tasks keep getting assigned to me as higher-priority, but it's coming.

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Xapti wrote:
An interesting side-note I discovered: aside from added all-type damage mod affecting it, added fire damage (based off physical damage) also affected it; I thought that was quite interesting.
in what way? Do you mean that the physical damage displayed accounted for the part which was converted to fire damage no longer being in the physical damage? If so this is intentional, but knowing my luck and the history of that stuff, quite possibly bugged.

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Xapti wrote:
I know you meant well Mark, but first saying "no it doesn't work like that" then just saying "I don't know how it works, or even if just a tiny bit of what you wrote is right or wrong" was not helpful to me.
I said "no it doesn't work like that" when you made a claim which I knew to be false (and I did double-check first). You then changed your claim to one I'm not sure about, and I said I wasn't sure. I'm pretty sure that's a reasonable position to take.

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Xapti wrote:
For now I discovered that added physical damage (off-weapon) is definitely (with perhaps a bit of uncertainty due to testing conditions and such) not boosted by increased physical damage mod, so I presume you guys would want to fix that.
There are definitely some cases of this which I believe to be in error. I will need to check with Chris about them to ensure I understand the intended functionality correctly, and then I will try to get them fixed. But I am also busy with other work (skills to be made, bugs to be fixed).

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Xapti wrote:
MAN time flies.... I think I just spent 3-4 hours on this test.
For what it's worth, I do appreciate the effort you put into testing this stuff - I spend a lot of time on this stuff as well, and there's a lot to get through - your notes in this thread have led me to find at least some things which aren't working right (in my opinion).
Last edited by Mark_GGG#0000 on Sep 13, 2011, 5:57:40 AM
OK I understand. I should have not made my flawed statement to begin with, since I even knew at the time that it seemed to be affected by something.





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mark_ggg wrote:
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Xapti wrote:
An interesting side-note I discovered: aside from added all-type damage mod affecting it, added fire damage (based off physical damage) also affected it; I thought that was quite interesting.
in what way? Do you mean that the physical damage displayed accounted for the part which was converted to fire damage no longer being in the physical damage? If so this is intentional, but knowing my luck and the history of that stuff, quite possibly bugged.

No. All I meant is that the displayed fire damage from the support gem seems to be based off base physical damage + added physical damage. Nothing special, just intended behavior that conflicts with the seemingly unintended behavior of increased physical damage not affecting the added physical damage.

If added physical was changed to be affected by increased physical damage, it would create other problems though, which I'm sure you're aware of. It would make that mod EXTREMELY valuable, as well as make attackers much stronger (which isn't a problem ATM, except it would make bow users and dual wielders possibly OP)

Doing the other (well more necessary than this, even) change of applying increased physical on a weapon separately for just the weapon (rather than lumped with everything else) would make added physical still good, but less valuable than would be without it (which would be too valuable)

So a combination of these two changes would work pretty well, although their values may still need to be tweaked (maybe reduce both of the maximum mod values by a certain amount)

You probably realize the above.
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Last edited by Xapti#6455 on Sep 13, 2011, 6:19:39 AM
Can you update your post with the new skills, Malice?
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Darkfyre wrote:
Can you update your post with the new skills, Malice?
Does he really have to say what type of skill EVERY single skill is?
It's pretty obvious to figure out on your own.

Explosive arrow is an attack,
All the curses are spells (non-damage spells).
Fresh cakes for all occasions.
Delivery in 30 eons or less
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Xapti wrote:
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Darkfyre wrote:
Can you update your post with the new skills, Malice?
Does he really have to say what type of skill EVERY single skill is?
It's pretty obvious to figure out on your own.

Explosive arrow is an attack,
All the curses are spells (non-damage spells).

I hadn't added them since I haven't had a chance to test them all yet (need to find them first!)

But yeah, I'd be surprised if it wasn't how xapti says, Explosive arrow being an attack, and the rest spells.
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Malice wrote:
But yeah, I'd be surprised if it wasn't how xapti says, Explosive arrow being an attack, and the rest spells.
This is correct
Minor updates based on these patch notes:

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  • Reduced the amount of Critical Strike Chance per Power Charge from 3% to 2%.
  • "Elemental" now doesn't include chaos damage any more.

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