So a friend of mine plugged her wizard into the latest version of my damage spreadsheet and came to the conclusion that something is wrong because her dps is hundreds short of what it is in-game while every other character that has been plugged in (after formula/format issues were resolved) has been within tenths to hundredths of the in-game character dps.
I've spent all night looking over her gear, stats, my formulas, plugging things into other calculators and spreadsheets and I still cannot find where the extra about 500 dps is coming from.
Her stats:
Int: 1034
Crit Chance: 21.5%
Crit Damage: 155%
Min Damage: 85
Max Damage: 292
Attack Speed: 56% (2.6 APS in-game)
These numbers are with no companion (or so she claims, and I have no reason to disbelieve her).
Even so, the numbers with another 3% attack speed tacked on don't match up. Her dps goes up to 31065.37 when I add an additional 3% attack speed, on top of the fact that 1.67 * 1.56 = 2.6052 aps which is what her character screen shows.
I have found a ring with hidden "bonus" damage. Quite possible that this is the case for her. Try unequipping the jewelry, then add them one at a time, and see if a specific item is the culprit.
We tried stripping her down and testing by adding 1 item at a time. Everything was accurate until we hit the rings:
Ring Damage Stats:18-38 damage 14% attack speed
In-game: 26069.51
Spreadsheet: 25655.39
Her other ring gives proper numbers, so thanks for the insight, Harley. So I guess best thing to do is make a note to the spreadsheet users that this can sometimes happen since I don't think I'm quite cool enough to figure out how to "fix" it in the sheet >.>
We tried stripping her down and testing by adding 1 item at a time. Everything was accurate until we hit the rings:
Ring Damage Stats:18-38 damage 14% attack speed
In-game: 26069.51
Spreadsheet: 25655.39
Her other ring gives proper numbers, so thanks for the insight, Harley. So I guess best thing to do is make a note to the spreadsheet users that this can sometimes happen since I don't think I'm quite cool enough to figure out how to "fix" it in the sheet >.>
I recently encountered this issue with someone using my wizard dps spreadsheet and the only conclusion I could draw was a faulty tool-tip. As far as I can see there is no "fix" for the spreadsheet and imo the best method to deal with it is to just fudge the +damage numbers to make it work. In the case I saw, adding a total of +18 damage to the min weapon damage made the numbers match to 0.01 dps. Coincidentally it was also a +dmg, +attack speed ring that caused the issue.
@Squishes
Can you make screenshots of the gear and character & details screen, with and without the ring equipped?
It's not my character so I feel like I'm asking a lot of her to do that now that the issue has been figured out. I can post up the stats without the screenshots if you want that, though.
Mine was a ring with +damage and +attack speed too, though it required +15 damage to be fudged in. Didn't happen with every +damage +attack speed ring though, none of the others I had to test, so wasn't able to zero in on a specific formula.
A guildie and I encountered a similar thing while trying to figure out why his website app dps calculator didn't give correct numbers while my spreadsheet seemed to, turns out it was a ring as well, I believe it's just a bug with several +dmg rings in-game which displays incorrect dmg.
I was able to get the spreadsheet to output the proper dps by using Max_Damage + 1 for the minimum damage value of the ring (so +39 fixed it for me). I don't know if that would fix it every time though since this is the first time I've encountered this.
I was able to get the spreadsheet to output the proper dps by using Max_Damage + 1 for the minimum damage value of the ring (so +39 fixed it for me). I don't know if that would fix it every time though since this is the first time I've encountered this.
The fact that changing the bonus damage by an integer value leads to the correct dps value leads me to believe it is a tooltip error for some specific items. Have you tried looking at the profile dps as opposed to the in game dps to see if that value is correct? I haven't done much with profile dps but I've read a few post around here that makes it sound like it shows a more accurate dps than the in game value, or at least a more easily reproducable value.
If you mean in general, I don't think we've checked her dps without glass cannon before, although I did check it with my wd's dps and pierce the veil and the spreadsheet showed the proper numbers, so I would assume it would still show the proper numbers for the wizard since it's the same kind of buff.
If you mean in regards to the bugged ring, we can check it tomorrow.
There are issues with red ring damage ranges as well, no rubies give the correct amount of bonus damage (upper value is always lower than expected, sometimes it only gives the same as the min value). There is a rumour that it is based on weapon attack speed, but I don't know if that's true.
There are issues with red ring damage ranges as well, no rubies give the correct amount of bonus damage (upper value is always lower than expected, sometimes it only gives the same as the min value). There is a rumour that it is based on weapon attack speed, but I don't know if that's true.
I had found the answer to the ruby thing while creating my spreadsheet (meaning I found someone who figured out what was going on, not that I'm responsible for figuring it out). It actually had nothing to do with the rubies themselves; they always gave the amount they list now (+x to min and +x to max). It had to do with the way the phsyical damage bonus on weapons/rubies was displayed. You can read more about it here: http://gaming.stacke...-ra/69265#69265 http://www.reddit.co...on_type/c4xxrt1
The reddit thread is the one that really made it clear to me what was going on.
If you don't want to read:
min/max physical damage on weapons and rubies was not actually an x-y range. Instead it was an x-(y+x) range (so to find the actual max damage bonus, it would be the displayed max minus the min) which is probably why they split them into 2 stats to alleviate the confusion about the max damage number.
There are issues with red ring damage ranges as well, no rubies give the correct amount of bonus damage (upper value is always lower than expected, sometimes it only gives the same as the min value). There is a rumour that it is based on weapon attack speed, but I don't know if that's true.
I had found the answer to the ruby thing while creating my spreadsheet (meaning I found someone who figured out what was going on, not that I'm responsible for figuring it out). It actually had nothing to do with the rubies themselves; they always gave the amount they list now (+x to min and +x to max). It had to do with the way the phsyical damage bonus on weapons/rubies was displayed. You can read more about it here:
The reddit thread is the one that really made it clear to me what was going on.
If you don't want to read:
min/max physical damage on weapons and rubies was not actually an x-y range. Instead it was an x-(y+x) range (so to find the actual max damage bonus, it would be the displayed max minus the min) which is probably why they split them into 2 stats to alleviate the confusion about the max damage number.
This min/max bug applies to all +physical damage modifiers in the game (including physical damage bonuses on weapons themselves), and there is a separate bug involving how min/max affixes are displayed. Basically an item that rolls two separate affixes, "+6 minimum damage" and "+6 maximum damage", will sometimes incorrectly display "+6-12 damage" when it is really +6-+6. A red gem that says "+10-20 damage" actually has +10 minimum and +10 maximum damage, which is "correctly" displayed when you socket it into a weapon.
Any time the SUM of all your "+ minimum physical damage" affixes, including +Physical on the weapon itself, equals or exceeds the base damage spread of your weapon (max - min), any additional +minimum physical damage will be applied to your maximum physical damage also. This effectively doubles the usefulness of bonus minimum physical damage. Equipping a weapon with a large base damage spread and no "+ minimum physical damage" will decrease the efficacy of +minimum physical damage back to 1x.
Note that Bonus Elemental Damage (on weapons) always doubles the effectiveness of the minimum, it is applied to both minimum and maximum. This is because weapons do not have any base elemental damage. This effect causes the displayed "+6-12 Arcane Damage" to be accurate for an item with +6 minimum arcane and +6 maximum arcane.
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I've spent all night looking over her gear, stats, my formulas, plugging things into other calculators and spreadsheets and I still cannot find where the extra about 500 dps is coming from.
Her stats:
Int: 1034
Crit Chance: 21.5%
Crit Damage: 155%
Min Damage: 85
Max Damage: 292
Attack Speed: 56% (2.6 APS in-game)
Weapon (1h Sword):
301-671 Damage
1.67 attack speed
809.7 dps
Passive damage bonus: 15% (Glass Cannon)
In-game dps: 30953.7
Spreadsheet dps: 30479.23 (one of the sheets I tried gave me 30.5k)
Plugging in the numbers by hand nets me 30491.43, so where is the game getting an extra ~474 dps from?
Even so, the numbers with another 3% attack speed tacked on don't match up. Her dps goes up to 31065.37 when I add an additional 3% attack speed, on top of the fact that 1.67 * 1.56 = 2.6052 aps which is what her character screen shows.
Ring Damage Stats:18-38 damage 14% attack speed
In-game: 26069.51
Spreadsheet: 25655.39
Her other ring gives proper numbers, so thanks for the insight, Harley. So I guess best thing to do is make a note to the spreadsheet users that this can sometimes happen since I don't think I'm quite cool enough to figure out how to "fix" it in the sheet >.>
Really? So by your logic every single bit of theorycrafting done on how to calculate our dps in this game is bad?
I recently encountered this issue with someone using my wizard dps spreadsheet and the only conclusion I could draw was a faulty tool-tip. As far as I can see there is no "fix" for the spreadsheet and imo the best method to deal with it is to just fudge the +damage numbers to make it work. In the case I saw, adding a total of +18 damage to the min weapon damage made the numbers match to 0.01 dps. Coincidentally it was also a +dmg, +attack speed ring that caused the issue.
Crusader DPS and EHP Spreadsheet, meant for Crusaders
My Wizard
It's not my character so I feel like I'm asking a lot of her to do that now that the issue has been figured out. I can post up the stats without the screenshots if you want that, though.
http://i.imgur.com/xbLT5.png
The fact that changing the bonus damage by an integer value leads to the correct dps value leads me to believe it is a tooltip error for some specific items. Have you tried looking at the profile dps as opposed to the in game dps to see if that value is correct? I haven't done much with profile dps but I've read a few post around here that makes it sound like it shows a more accurate dps than the in game value, or at least a more easily reproducable value.
Crusader DPS and EHP Spreadsheet, meant for Crusaders
My Wizard
If you mean in regards to the bugged ring, we can check it tomorrow.
I had found the answer to the ruby thing while creating my spreadsheet (meaning I found someone who figured out what was going on, not that I'm responsible for figuring it out). It actually had nothing to do with the rubies themselves; they always gave the amount they list now (+x to min and +x to max). It had to do with the way the phsyical damage bonus on weapons/rubies was displayed. You can read more about it here:
http://gaming.stacke...-ra/69265#69265
http://www.reddit.co...on_type/c4xxrt1
The reddit thread is the one that really made it clear to me what was going on.
If you don't want to read:
min/max physical damage on weapons and rubies was not actually an x-y range. Instead it was an x-(y+x) range (so to find the actual max damage bonus, it would be the displayed max minus the min) which is probably why they split them into 2 stats to alleviate the confusion about the max damage number.
This min/max bug applies to all +physical damage modifiers in the game (including physical damage bonuses on weapons themselves), and there is a separate bug involving how min/max affixes are displayed. Basically an item that rolls two separate affixes, "+6 minimum damage" and "+6 maximum damage", will sometimes incorrectly display "+6-12 damage" when it is really +6-+6. A red gem that says "+10-20 damage" actually has +10 minimum and +10 maximum damage, which is "correctly" displayed when you socket it into a weapon.
Any time the SUM of all your "+ minimum physical damage" affixes, including +Physical on the weapon itself, equals or exceeds the base damage spread of your weapon (max - min), any additional +minimum physical damage will be applied to your maximum physical damage also. This effectively doubles the usefulness of bonus minimum physical damage. Equipping a weapon with a large base damage spread and no "+ minimum physical damage" will decrease the efficacy of +minimum physical damage back to 1x.
Note that Bonus Elemental Damage (on weapons) always doubles the effectiveness of the minimum, it is applied to both minimum and maximum. This is because weapons do not have any base elemental damage. This effect causes the displayed "+6-12 Arcane Damage" to be accurate for an item with +6 minimum arcane and +6 maximum arcane.