New ignite DPS cap?

So I have put together my own builds for the past few leagues usually some kind of minion build and wanted to do something new. I started POBing a ignite build for the next league. When I switched POB over to 3.19 I noticed my characters damage was capped and I had warning I never got before. It is capping my ignite DPS at 35,791,394 which is a weird number. I mean that is an absurd number but it is a functional build. Is that a new thing introduced in this league? capped damage?
Last bumped on Jun 1, 2023, 10:44:58 AM
It has apparently always been a thing for dots. Just wasn't listed
thank for looking into that, it kind of makes since there are some ways to stack ignite and poison to pump out dons of dot damage and with the new mark it would increase alot more but I wonder if the burning ground from the new mark skill will stack with other fire skills or it caps out because it does say "full dot DPS exceeds in game limit" meaning other forms of dots are combined together. anyway doing 200mil ignite dps over 5 seconds is over kill anyway lol.
I beleive this is because the DoT damage is stored as a Damage Per Minute in a 32-bit signed integer, which has a maximum positive value of 2147483648 (or 2147483647? not sure). 2147483648/60 is ~35791394 DPS, giving you the weird number.
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PurpleChakra wrote:
I beleive this is because the DoT damage is stored as a Damage Per Minute in a 32-bit signed integer, which has a maximum positive value of 2147483648 (or 2147483647? not sure). 2147483648/60 is ~35791394 DPS, giving you the weird number.


Impressive...

1 - How do you know this?

2 - This is a Fing stupid way to determine maximum values.
Storing values like that is part of why the engine works Trixxar, Also you have to consider when they set that value up it was probably considered ludicrous that it would ever be an issue - 32 bit signed int is a large number to work with. Especially when a DoT was 10k :p

Its not unusual either infact maximum values that aren't hard coded will be chosen like this in every game you play, you probably just never reach that number.
del
Last edited by AmartelRU#0031 on Oct 12, 2022, 6:57:44 PM
It's (2^31)/60, because dot and regen values are calculated based on per minute and not per second (mark explained this somewhere), which uses a 32 bit signed integer representation.

So basically that dot limit is the highest number servers can process for dot.
Last edited by auspexa#1404 on Oct 12, 2022, 5:17:38 PM
A damage cap?
There can't possibly be a reason for this.
We've all seen builds with hundreds of millions of dps. Even some weird billion dps builds in PoE.ninja but to put a 35m cap for dots?
I think this is some kind of a joke for 1st of April which hasn't been removed from the game.

This game is surely dying if this is the type humor we rely on.
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fostaa wrote:
A damage cap?
There can't possibly be a reason for this.
We've all seen builds with hundreds of millions of dps. Even some weird billion dps builds in PoE.ninja but to put a 35m cap for dots?
I think this is some kind of a joke for 1st of April which hasn't been removed from the game.

This game is surely dying if this is the type humor we rely on.


Initially this number would have been chosen to be stored as the default 'big number' format in the code. When PoE was released, nobody was doing even close to that amount of damage so it wasn't an issue.

I suspect that this limitation hasn't been changed for 2 reasons. The more important reason is a balance one - damage over time builds have much better DPS uptime, so it performs better on bosses. 35m dps is enough to kill any boss in a handful of seconds anyway, so why make DoT even better?

The second reason is probably an implementation reason - a higher DoT cap would probably require a custom number format, which would take some development effort.

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