Trying to understand the damage mechanics of the game, I researched and found the following wiki page: Combat Calculations - Official Last Epoch Wiki. With the information I got from the page I understood part of the calculation, but I was unable to apply the formula to my status and reach the value I observed by hitting the training dummy.
One of the points that confused me was how to apply the different values of increased global, melee and physical damage in the formula. I tried to use average and sum and did not get the expected result.
So, to solve my dilemma, I started a new character and gradually tried to understand the results of my tribalist’s wolf damage.
With a raw character I arrived at an average damage of approximately 18 and, discounting an 8% increase in damage due to 2 strength points, I arrived at a base damage of 17, the same amount that I had already read on this forum. With passives, I trained my strength and the damage followed the formula: [Total Damage = Base Damage * (100% + Strength * 4%)]
I then obtained equipment that added 26% physical damage to the wolf and, according to the wiki formula, the damage I got was exactly as calculated by the formula: [Total Damage = Base Damage * (100% + Strength * 4% + Physical Increment%)]
My next step was to obtain a passive that added melee damage to the wolf and, again according to the wiki, the resulting damage followed the formula: [Total Damage = Base Damage * (100% + Strength * 4% + Physical Increment% + Increment Melee%)]
It was then that when I equipped an item with increased global damage that the calculation went wrong. Now if I applied the previous formula, or added the global damage to it, I was unable to reach the expected damage. However, as I now knew where the problem was, it was relatively easy, but not intuitive, to understand the error.
It turns out that the damage status screen shows all specific increments (melee, physical, fire, etc.) with the added global increment. This would be practical and intuitive if the damage was pure, just physical for example, but I believe, and I’m probably wrong, that all the damage is kind of mixed since you have the modality (spell, melee, throw) and the type (physical, fire, ice, etc.).
In this way, the simple calculation of base damage for my wolf (apart from many other variables that I am not addressing), taking into account the data obtained from the damage status window, is given by the formula: [Total Damage = Base Damage * ( 100% + Strength * 4% + (Physical Increment% - Global Increment) + (Melee Increment% - Global Increment) + Global Increment)]
So here I leave my two cents on the subject that, seeing how far I had to go to understand the problem, I believe that the status screen should not add the global increment to the other increments. I would have understood the calculation much easier and I believe that many will benefit from it too.
And an addendum, I noticed that the damage variation is not 25% of the base damage as the wiki explains, but 20%. I don’t know if the confusion was due to the fact that the difference between the highest and lowest damage is 50%, but here is a tip for those who find this post while trying to understand the values.