Introduction
Hey everyone! It’s that weird girl who’s good at maths but bad at Last Epoch, here with another analysis (that Llama will probably tear apart again, so go check out their comment).
This time we’re looking at Increased Damage vs More Damage vs Added Damage.
This analysis is aimed at new players who don’t know what I’m talking about, players who’ve spent the whole time thinking they’re the same thing, and curious veterans ready to sink their claws in and tear me to shreds. We will cover:
- What is the difference?
- Which is better?
1. What's the difference?
At a first glance these appear similar. In fact, if you only have either 15% Increased Damage or 15% More Damage, they will function exactly the same. It’s only when we stack multiple of each or have a combination of the two that we see the difference become apparent.
Increased Damage
Increased Damage is a multiplicative damage modifier with summation, modifying output damage according to:
DamageFinal = Damage * ( 1 + Σ IncreasedDamage)
Σ is the mathematical notation for “Sum of”. So this means “Sum of all sources of Increased Damage”. It’s worth noting we also convert these percentage values to decimals.
For example, if we have a source of +15% Increased Damage and another source of +12% Increased Damage, then we have
DamageFinal = Damage * ( 1 + 0.15 + 0.12) = Damage * 1.27
One downside we can see with this is while 100% Increased Damage doubles your damage early on
DF = D * ( 1 + 1) = D * 2,
for each source of Increased Damage we have, this effect becomes more and more diminished. Such as below, where increasing our damage by 100% when we already have 372% Increased Damage from other sources only modifies it by 21.2%.
DF = D * ( 3.72 + 1) = D * 4.72
More Damage
More Damage is a multiplicative damage modifier with multiplication, modifying output damage according to:
DamageFinal = Damage * Π( 1 + MoreDamage)
Π is the mathematical notation for “Product of”. It works in the same way as Σ except we multiply the numbers instead of add them.
For example, if we have a source of +15% More Damage and another source of +12% More Damage, then we have
DamageFinal = Damage * ( 1 + 0.15) * ( 1 + 0.12) = Damage * 1.288
This is where the difference between Increased and More becomes clear. Due to its summation nature, Increased Damaged diminishes in value the more you have, whereas More Damage has a consistent value due to its multiplication nature.
Using the previous example:
DF = D * ( 1 + 1) = D * 2,
Now if we modify our damage by 100% More Damage when we already have 372% More Damage from other sources (let’s assume only 1 source for simplicity) modifies it to
DF = D * ( 1 + 3.72) * ( 1 + 1) = D * 9.44
If we had multiple sources contributing to +372%, then this number would be greater than 9.44.
So 100% More Damage will always double our damage.
Note: it’s for this same reason that a “3.75% p/a paid monthly” savings scheme yields more money than a “3.90% p/a paid every 3 months” savings scheme, but due to a lack of mathematical literacy in most people they go for 3.90% because it has the bigger number, something which banks and businesses take advantage of you for.
#LifeAdviceWithMorgy
Added Damage
Added Damage is a form of additive damage, which adds a flat amount to to the base damage. It follows according to:
DamageFinal = Damage + Σ AddedDamage
For example, if we have a weapon giving us +10 Added Damage and +5 Added Damage, then we have
DamageFinal = Damage + 10 + 5
It doesn’t seem as good as the the other alternatives. For instance, if we dealt 20 damage, this would only give us 35, whereas 100% Increased Damage or 100% More Damage (both very easy to get) gives us 40.
How they work together
Together, they will all follow:
DamageFinal = ( Base Damage + Σ AddedDamage) * ( 1 + Σ IncreasedDamage) * Π( 1 + MoreDamage)
2. Which is better?
Clearly we can see that More > Increased due to how they scale when we have multiple of each source, but where does Added Damage come in?
I think Added Damage is actually the best of all three, simply due to it being a large flat amount instead of a percentage or decimal. I’ll argue this point with the follow cases:
Case 1 - Early Game
Let’s say you’re playing a Primalist, you hit level 6 and decide to run Swipe. This has a base damage of 2. Naturally, since Primalist starts with starts with 2 Strength it has the damage:
2 * ( 1 + 0.04 + 0.04) = 2.16
Or if we take 4 points in Primal Strength:
2 * ( 1 + 4 * 0.04) = 2.32
At this point in the game, since our damage is so pathetically low, sources of Increased Damage or More Damage barely modify our damage. 16% Increased Damage literally modified it to where it’s basically the same to a rounding error.
So how come when you play Primalist the numbers don’t seem that low? That’s because you start with the Hatchet equipped by default, giving +11 Added Damage (specifically Melee Physical). Thus:
(2 + 11) * ( 1 + 4 * 0.04) = 13 * 1.16 = 15.08
Our damage went up 6.5 times just from Added Damage alone.
At level 6 we can also use the Pike, a 2H Spear with +26 Added Damage giving Swipe:
28 * 1.16 = 32.48
Not only do we get excellent value out of Added Damage early, it also increases the value of our Increased and More Damage modifiers.
In fact, it’s for this reason you’ll see speedrunners like Terek use 2H weapons early, or if they stick to a 1H for a particular reason then they tend to switch to a 2H for bosses. It’s also why you’ll see ailment builds used early in the runs too as they are an extra source of flat damage working alongside your own.
Case 2 - Endgame
Let’s say you’re playing a Cold HoA Marksman with an Obsidian Bow (+45 Bow Damage) and deal about 2,000 damage after all your Increased and More modifiers.
If you switch this out for a Reign of Winter (+60 Bow Damage, +50 Cold Damage to Attacks, +50 Cold Damage to Spells), suddenly your Cold HoA now deals 4,888 (or 7,111 if the Cold Spells part also applies idk am bad at LE).
To get that result, you’d need to find an additional 144% More Damage (getting very hard at this stage of the game) or hundreds to thousands of % Increased Damage.
Conclusion
And so, I’d say the order of priority is:
- Added Damage
- More Damage
- Increased Damage
Naturally, Increased Damage is very common to find so this’ll be your bread and butter. If the other modifiers were as common as this, there’d be no reason to take more than a few hundred percent. But given the opportunity to switch this out for More Damage or Added Damage, you should very much do so.
That said, late game the differences between 1 & 2 become smaller due to impact and limited availability, and the differences between 2 & 3 become far greater due to it’s poor scaling.
Hopefully this helped those of you confused with Increased vs More vs Added have a better understanding of the differences between them and which you should choose, given the option.
Note to EHG: the way you write mathematics in the Game Guide (G) is unconventional, unintuitive and difficult to read and interpret properly. Could you please fix this? Thx :3