My question (somewhat rhetorical) is whether we may be dealing with a situation every bit as bad as Diablo2, where the character-sheet damage of any given skill is often unrelated to how much damage it actually does in game. Anyone else remember the phrase "LCS" (Lying Character Sheet)?
A lot of theoreticians have tried to answer "multiplicative vs additive" questions (attackspeed, %ED) based on displayed character-sheet values. However, if the character-sheet DPS can be wrong on one count, it is likely to be wrong on multiple counts.
Worse yet, it may be incredibly difficult to determine just how wrong the character-sheet DPS is. We've long figured that enemies have their own Defense stat, because they clearly take less damage than what you're supposed to deal based on character sheet and tooltips. Problem is, if the character sheet and tooltips are "lying", then maybe they don't have a defense stat and our numbers are just wrong!!
This only further proves it appears to be incorrect and that +Damage Increase is currently taking only Attack into consideration and nothing else (no items nor buffs), which is directly contradictory to what the tooltip says it should be doing.
This only further proves it appears to be incorrect and that +Damage Increase is currently taking only Attack into consideration and nothing else (no items nor buffs), which is directly contradictory to what the tooltip says it should be doing.
So are you saying that the +Damage Increase should be higher due to gear? I believe that a lv13 Wizard should have an attack of 34 therefore: 34 + 15(due to the item you show) = 49. So assuming you have a +1 attack somewhere else, then the Damage increase is directly from attack, but the attack is affected by items etc so indirectly the damage increase is affected by items
Oh just read the line above +15 attack (herp derp :P) I see!. Yes its strange that that extra 10% is not shown on the number you show.
Well, in the thread you linked (Mathematicians!), the poster Strill shows in a very convincing way that the reason for the strange results of having Battle Rage active come from the fact that the display uses a critical hit damage % that is 100% higher than it should be. It's all in post #13.
Besides this bug (which they will hopefully fix) the rest seems to be working out the way it's intended.
We don't know this for sure. For example, the character sheet "DPS" implies that the dual wield +15% attackspeed is additive (not multiplicative) with attackspeed on gear, so our current state-of-the-theorycraft presumes that all attackspeed modifiers are additive. However, this is a very difficult measurement to make with a stopwatch. If in-game attackspeed is not purely additive, it may change the relative DPS rankings of things like Frenzy vs Bash.
This only further proves it appears to be incorrect and that +Damage Increase is currently taking only Attack into consideration and nothing else (no items nor buffs), which is directly contradictory to what the tooltip says it should be doing.
We worked out the dmg calculations on Beta for wizards, and what it seemed like was that like types of dmg was additive, and different types were then multiplied.
Base Dmg * Sum Atk * Sum +%Dmg Gear * Sum +%Dmg Buffs = TOTAL
Whenever we did a test, the above formula predicted the min and max values every time.
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One is never hurt by being given additional choices, only by taking them away. A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
Also remember for the most part the numbers are low and it could be out of wack by the rounding of numbers during the calculation.
I believe they are using the same mechanism as d2 for the calculation to help keep processes down to calculate the damage and focus on the game speed.
Also I do believe the monsters have defense and or some sort of resistances as well to help keep the balance better.
One of the issues for the LCS in D2 was the client/server issue with displaying the correct information even in single player the client used information that the battlenet server used but on single player it was very buggy and inaccurate information showed up due to that.
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On Strike and supporting Fallout 4 Mod Makers
Some fallout 4 mod makers have had their mods stolen and uploaded and downloaded on Bethesda's site for the Xbox One.
We worked out the dmg calculations on Beta for wizards, and what it seemed like was that like types of dmg was additive, and different types were then multiplied.
That's how RPGs usually handle stats, I went over this in another thread and came to the same conclusion, it makes the most sense.
As for lying character sheets, I hope whatever is wrong it's all fixed. It's one of the worst feeling for a min/maxer when you can't trust any of the numbers in the game.
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http://www.diablofans.com/topic/30091-mathematicians/
My question (somewhat rhetorical) is whether we may be dealing with a situation every bit as bad as Diablo2, where the character-sheet damage of any given skill is often unrelated to how much damage it actually does in game. Anyone else remember the phrase "LCS" (Lying Character Sheet)?
A lot of theoreticians have tried to answer "multiplicative vs additive" questions (attackspeed, %ED) based on displayed character-sheet values. However, if the character-sheet DPS can be wrong on one count, it is likely to be wrong on multiple counts.
Worse yet, it may be incredibly difficult to determine just how wrong the character-sheet DPS is. We've long figured that enemies have their own Defense stat, because they clearly take less damage than what you're supposed to deal based on character sheet and tooltips. Problem is, if the character sheet and tooltips are "lying", then maybe they don't have a defense stat and our numbers are just wrong!!
Anyone else very very perplexed about this?
This only further proves it appears to be incorrect and that +Damage Increase is currently taking only Attack into consideration and nothing else (no items nor buffs), which is directly contradictory to what the tooltip says it should be doing.
So are you saying that the +Damage Increase should be higher due to gear? I believe that a lv13 Wizard should have an attack of 34 therefore: 34 + 15(due to the item you show) = 49. So assuming you have a +1 attack somewhere else, then the Damage increase is directly from attack, but the attack is affected by items etc so indirectly the damage increase is affected by items
Oh just read the line above +15 attack (herp derp :P) I see!. Yes its strange that that extra 10% is not shown on the number you show.
We don't know this for sure. For example, the character sheet "DPS" implies that the dual wield +15% attackspeed is additive (not multiplicative) with attackspeed on gear, so our current state-of-the-theorycraft presumes that all attackspeed modifiers are additive. However, this is a very difficult measurement to make with a stopwatch. If in-game attackspeed is not purely additive, it may change the relative DPS rankings of things like Frenzy vs Bash.
Base Dmg * Sum Atk * Sum +%Dmg Gear * Sum +%Dmg Buffs = TOTAL
Whenever we did a test, the above formula predicted the min and max values every time.
A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
I believe they are using the same mechanism as d2 for the calculation to help keep processes down to calculate the damage and focus on the game speed.
Also I do believe the monsters have defense and or some sort of resistances as well to help keep the balance better.
One of the issues for the LCS in D2 was the client/server issue with displaying the correct information even in single player the client used information that the battlenet server used but on single player it was very buggy and inaccurate information showed up due to that.
As for lying character sheets, I hope whatever is wrong it's all fixed. It's one of the worst feeling for a min/maxer when you can't trust any of the numbers in the game.