I checked this with a sorcerer with both fireball and meteor, and with acolyte with bloodrip.
With sorcerer I moved to a area level that match my own, my tooltip dps shows over 2500 but I hit for 242 damage. I can at most cast 3 times a second…
On the acolyte bloodrip has over 6k damage, and bone curse has less than 1k damage, but bone curse seems to triple my damage, when there is no interaction that should cause this.
Could you please lower tooltip dps to more accurately reflect damage done? Cannot really go in blind and enjoy the game when I choose a skill over another and my choices are based on inaccurate information.
It’s because enemies have armor and resistances that bring those values down. But the base damage is correct for the most part, and is what you will be doing vs target dummies.
It will never be perfect; there are just too many factors to be able to give a reliable damage number on the tooltip. This isn’t a Last Epoch issue, it’s a feature of every ARPG. Sheet damage is usually just useful for comparing relative strength than actual strength.
Enemies generally don’t have any Armour nor resistance. Unless specifically stated below their health bar (from their base type or affixes).
Enemies have a scaling %DR based on area level.
Which can be ignored for damage comparisons, because it applies to everything equally.
@Feltim Tooltip dps is really only use full for comparisons between different setups on the same skill.
Comparing different skills with it doesn’t work.
Tooltip dps is also just an indicator for the relativ strength berween different setups. What you are dealing to enemies is completely different. But it doesn’t really matter
I still think the way tooltip DPS is implemented was a wrong choice. We might’ve been better off without it because most people who are new are completely irritated by it. Either give is on point tooltip DPS for everything or remove it because you can whack a mole a dummy and see if item A or item B makes your build do more dmg.
Yeah, I am with @Macknum on this one although I would recommend removing the DPS on the tooltip entirely and provide a more appropriate Dummy Area level that scales properly. I dont personally see how they can make the DPS tooltip ever represent a real valid situational value that is even vaguely accurate. There are simply too many factors involved imho.
When the Dummy was in End of time, the area level scaled with your char so it was a more reliable way to gauge relative damage and you could usually just divide by ~10 to get a fairly realistic impression of damage on lvl 100 area enemies. Right now the champions gate dummies are static at that area level so dont really “work” and the dps while ok to test relative values it doesnt scale well to get an idea of how much damage you are doing to enemies at other area levels.
So, I vote for a decent char level dummy (or dummies fixed with area levels like 80 90 100 etc) that allow you to compare appropriately the actual damage that skills cause and make it entirely up to the player to activate buffs or not to see how things change.
Probably be much easier for the devs just to provide dummies than fix the tooltip dps.
That didn’t actually make any difference, the dummy damage was always massively overstated compared to actual damage dealt. The dummy didn’t get the area-level based DR mobs got. It would make more sense if it did.