Increased damage (%) vs Critical Strike Multiplier

With purely multiplicative “buckets” (multiplying) what you describe does not change the calculation nor the order matters.

What you describing with these “total buckets” is simply another independant source of multiplicitive modifiers. This currently does not exist in LE in that form, but it also doesn’t matter.

Mechanically speaking having one more of these buckets makes scaling very high a lot easier but for the calculations it doesn’t matter if you have 2 or 10 buckets

No, what I meant is a multiplier that adds to each bucket individually. So if it doubles each, you’d end up with flat x 2 and inc x 2, etc. You basically end up with flat x inc x crit x 8. If you add more buckets then the total mult keeps growing exponentially.

Again, this is not something I’ve seen in ARPGs but rather in idle/incremental games, where numbers grow, and need to grow, to much larger magnitudes.

EDIT: again to replace asterisks :stuck_out_tongue:

I don’t know what you mean.

What Llama and me mean is that these two scenarios are the same regardless of the order of operations.

Let’s say you have the following stats just to give concrete numbers as examples. (for simpler demonstration we assume we have 100% crit chance) 1

Flat damage = 100
%crit multiplier = 300% (this is a 200% more multiplier)
%increased damage = 500%
%Increased total damage = 150% (just for exemplartary sakes; does not exist in LE)

Flat damage * %crit multi * %Inc. damage * %total damage
100 * (1,00 + 2,00) * (1,00 + 5,00) * (1,00 + 1,50) = 4500
[100 * (1,00 + 2,00) * (1,00 + 5,00)] * (1,00 + 1,50) = 4500
[100 * (1,00 + 2,00)] * [(1,00 + 5,00) * (1,00 + 1,50)] = 4500
100 * [(1,00 + 2,00) * (1,00 + 5,00) * (1,00 + 1,50)] = 4500

All of these lead to the same result.

Again, language barrier probably. What I meant is:
Flat: 100
Increased: 500%
Crit: 200% mult

Then we apply, not a “total damage multiplier” at the end, but a “each damage multiplier”, so that you’d end up with, assuming a simple x2:
Flat: 200
Increased: 1000%
Crit: 400% mult

Seems strange, I know, but it’s a common calculation in incremental games that need to scale really high numbers.

Never saw something like this. Sounds like a very unncessary complicated damage calculation.

Because a “2x” multipleir of this type does not really say anythign about how much mroe damage you will do.

So in my mind this is sounds like somethign from some stupid mobile game where the only goal is to inflate the numbers to make the player feel like they get powerful.

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Yeah, as I said, this is mostly used on idle/incremental games (not necessarily mobile ones). It’s used when they need to increment the numbers enough to pass a wall, like using rebirths or ascensions or whatever it’s called.

It usually works like:
(BonusA x GlobalMult x EvenMoreGlobalMult + BonusB x GlobalMult x EvenMoreGlobalMult) x (BonusC x GlobalMult x …etc)

It was just a way to say that you can’t always just multiply by whichever order. It doesn’t really apply to LE, though, and the whole thing kinda became a lot bigger than it should. It’s not really relevant to this topic anymore.