I have 100% crit rate. only yellow damage, no variable damage nodes or passives. My base damage is fixed according to LE tools. Why is there any variation in the damage numbers on the dummy? What is causing the range? How can I figure out what the range should be for a given skill?
Do you apply ailment or shred stacks? Stacks varying in number will lead to different numbers applied.
hmm no aliments other than shock and chill and both max very quick. the varying numbers persist way past that. I notice all damage numbers vary.
Maybe the variance is in the defence of the dummy rather than your attack?
Either way, with these questions itâs easier to ask on Discord. In the ask the devs channel. Mike usually answers pretty fast.
I asked him now and he replied: âAll damage has the same built in variance that just happens no matter what.â
I followed up with: âOk, so itâs part of the formula itself, even if the visible stats in the skill and gear have no variance. Is there a way to know what this variance is?â
To which he replied: âitâs in here somewhere, I canât remember what it is off the top of my head. I think itâs 5% but Iâm not confident.â
He answered back saying itâs a 20% variance. It has no weight and no way to affect it.
Makes sense. Lots of games have a ±X% variance built in
All non-DoT damage has a +/- 20% variance. The inputs to the damage formula donât have a variance but the game adds the +/- 20% at the end (though due to commutation, it doesnât
â actually matter where that happens).
@DJSamhein should have known this, heâs been around long enoughâŠ
Tbf, I never actually bothered kowing the damage formula or its inner workings. I know how base, more, increased, etc, work, which is more than enough for me.
Without knowing I would have assumed that it has variance in-built, because that is the case for almost all RPGs, if not all.
I would be curious to know the exact formulas because I canât report if something is bugged if I donât know how it scales.
You would think the math would be simple. But itâs not clear.
Eg: 20 (base) + A+ B + CâŠâŠ 12*3
If there are multiple elements, multiple ailments, scaling with both dex/strength etc
So what I will try to do is get A,B,CâŠ. 1,2,3 in equal numbers and then try to move stuff around to see how number changes.
The result is a huge pain, since there are no mods to expand damage numbers, and no way to separate them.
If EHG wants a bug free game, first thing they should do is fix and make damage numbers crystal clear.
Also provide explicit damage log in offline so we can open it and see it
Itâs in the game guide.
It is, sorry, this is a user problem with the expected Dunning Kruger bonus.
Is fair.
You need to do a calculation similar to the following: Damage * Sum of Increased * Product of Multiplicative.
Technically you should do this for each different element of damage your attack does, since they would have different amounts of increased or multiplicative damage modifiers.
âDamageâ is base damage plus any added damage, whether that is adaptive or a specific element. Base damage is given in each skill. For most melee attacks it is 2. Weapons give adaptive spell or melee damage (or both!) with their implicit stats which is tied to the subtype of the item.
Sum of Increased is all sources of âincreasedâ damage that apply to the skill (match the tags). These are mostly found on item affixes, especially weapons. They are also found in the passive trees, and includes scaling from attributes (str, dex, int, att, vit).
Do this one by just adding together all the percentages as decimals, plus one. (0.70+0.38+0.26+1.0=2.34)
Product of Multiplicative is all sources of âmoreâ damage that apply to the skill. This is most (if not all) of the bonuses from the specialization tree, and rarely bonuses from the passive tree. These sources typically identify themselves as multiplicative, or use the word âmoreâ instead of âincreasedâ.
Do this one by taking each % of more as a decimal, add 1 to each, and multiply. (1.251.031.20⊠= 1.545)
Thereâs some implications here, but generally you need to balance âaddedâ and âincreasedâ damage. Multiplicative/more tends to be rare outside of the skill tree, and valuable.
Haha this doesnât even include attack speed or critical chance & critical multiplier but it is waayyy too long and I need to send it or lose it. Iâll just say: attack speed is only a simple multiplier if youâre attacking repeatedly without interruption, and critical shouldnât be done halfheartedly.
Aside about effects on your enemy
Note that some modifiers to a target (like shredded resistances or armor) act a lot like more multipliers, but whether they should apply or not depends on exactly how the build plays.
As people already said, the formula is known. As long as you account for the 20% variance, everything is calculable.
As for testing damage increases, you can simply put your character on LETools planner and then make the changes there. Since it already uses the formula, it tells you your damage output accurately and you can immediately tell if something is an improvement or not.
This, I think, would be a good idea even for online. Have a combat log where you get the damage you do and the damage you get. It doesnât even need that many entries. Make it a separate âchat channelâ where you dump all the combat info, including blocks/glancing blows/evades/parrys that we can check when we want.
You donât even need to save most of it permanently, just leave some of it on chat for the session, like the last 50 or something.
While I would like the the damage logs occasionally to test things, I am aware of how communities work and how itâll eventually lead to a DPS meter (or an online log parser for the same result as warcraftlogs has on WoW)
The only way I could see it not going that route is for EHG to control the parsing and give you only the relevant info you want (which % of skill Xâs damage is fire? How often did it crit? âŠ) but you know ⊠programmer resources.
Tbf, I can understand OPâs confusion on this matter. While most (if not all) games have some kind of built-in % variation in damage dealt, some of them have a fixed calculation when it comes to critical hits. So I assume this is the reason he specified he has 100% crit then got confused the his damage varies.
I mean, not really? As far as Iâm aware, all RPGs have this variance built-in, even for crits. The difference is that most have it in the base skill damage itself (1d8, 5-20, etc) rather than the formula.
If it is communicated to the player they can expect it. I myself was not aware of this even with 300 hours in game. Probably cause I played a lot of poison/ ignite so i do not critical my hits.
I think this is probably true for a lot of people
It is, through the numbers they see pop up when they deal damage.
Mmmm, well, anyway. TBF, itâs not like it actually changes anything, there isnât a stat that affects it like PoEâs various âXXX is luckyâ.
And ailments donât have any damage variance.