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    posted a message on Damage and Survivability Spreadsheet
    Working on adding +% Elemental Damage bonuses; no ETA on when I'll have that update done though.
    Posted in: Theorycrafting and Analysis
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    posted a message on Damage and Survivability Spreadsheet
    Fixed an error in the +Max Damage stat weight formula
    Posted in: Theorycrafting and Analysis
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    posted a message on Damage and Survivability Spreadsheet
    New version uploaded and OP updated with new link.

    Changes in the new version:
    - Comparison tab renamed to Stat Info
    - Current Stats tab renamed to Stat Inputs
    - Input section added for stat gems so you only have to add the number of stat gems on your armor rather than the actual values of the gems. (This is only for current armor; gems will still have to be added in for comparisons for now)
    - Current stat calculations moved to Stat Info
    - Bonus Attack Speed now shows APS as it is displayed in-game rather than as a cumulative percentage from gear.
    - Demon Hunter Skills tab added.

    I welcome any help/corrections to the math for the skills. I listed the specific ones I had trouble with in the OP, but I would not be surprised if I messed up calculations for any of the other skills as well, though I did my best to test them all as thoroughly as possible.
    Posted in: Theorycrafting and Analysis
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    posted a message on Damage and Survivability Spreadsheet
    Currently working on adding ability damage/dps as well! Once I have a class fully working (monk and dh are the first ones up to bat and are about 80-90% done), I'll update.
    Posted in: Theorycrafting and Analysis
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    posted a message on Damage and Survivability Spreadsheet
    Glad you figured it out =D The formulas sheet will actually have the weapon aps values; next update will make it more visible for value-checking, though.
    Posted in: Theorycrafting and Analysis
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    posted a message on Damage and Survivability Spreadsheet
    Fixed a circular reference error on the comparison sheet
    Posted in: Theorycrafting and Analysis
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    posted a message on Damage and Survivability Spreadsheet
    Fixed! guess I forgot that one when I re-added the other ones -_- Thanks for the heads-up =D

    Edit: The link in the main post should now take you to the actual sheet rather than the previous version.
    Posted in: Theorycrafting and Analysis
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    posted a message on Still don't fully understand +Damage%
    To be honest, the only reason I can think is that the devs don't want to have hidden modifiers, so they expose all the affixes contributing to the weapon's dps. As far as how it can help a player, some people could want a slower, heavy-hitting weapon so their skills do bigger damage (by virtue of having a higher starting base) and some could want a faster weapon that doesn't hit as hard.

    I haven't looked into the specifics of how LoH works, so I can't answer that part, although I would think faster would be better so you get more procs out of it (again, I could be wrong on this part as I haven't researched LoH yet).

    And yes, the two weapons in your example would do equal damage because 1k dps is 1k dps; the way in which the dps is achieved is where the difference lies.
    Posted in: Theorycrafting and Analysis
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    posted a message on Damage and Survivability Spreadsheet
    Re-added the drop-down menus
    Posted in: Theorycrafting and Analysis
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    posted a message on Still don't fully understand +Damage%
    What you quoted differentiates between physical and elemental because they are treated differently in the calculations. It does matter that physical gets boosted by %weapon damage and elemental doesn't for someone asking to fully understand how they work.
    Posted in: Theorycrafting and Analysis
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    posted a message on Still don't fully understand +Damage%
    Quote from Sickness

    Quote from Squishes

    Quote from Vomica

    now if we add + min/max damage and elemental damage i dont know if it is claclulated before or after +damage%, but my guess is that it is calculated this way.

    base damage > +min/max > +damage% > +elemental damage.
    have not recearched it enought so i dont kown exsactly.

    That is how it works. Physical damage boosts (that are on the weapons, so rings and such don't count here, but rubies do) will get added together and multiplied by the %Damage, and then Elemental DPS gets added in after that.

    This is wrong, all bonuses are already calculated into the dps and damage range numbers including elemental damage.
    Paying extra for a weapon because it has 50% bonus weapon damage or a billion holy damage is a complete waste of money.

    That is in fact how the math works for the weapon's dps. The posts you quoted didn't say that those bonuses aren't reflected in the weapon's dps tooltip, but rather talked about the order of how they're calculated (and what the percent damage gets applied to).
    Posted in: Theorycrafting and Analysis
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    posted a message on Still don't fully understand +Damage%
    Quote from Vomica

    now if we add + min/max damage and elemental damage i dont know if it is claclulated before or after +damage%, but my guess is that it is calculated this way.

    base damage > +min/max > +damage% > +elemental damage.
    have not recearched it enought so i dont kown exsactly.

    That is how it works. Physical damage boosts (that are on the weapons, so rings and such don't count here, but rubies do) will get added together and multiplied by the %Damage, and then Elemental DPS gets added in after that.
    Posted in: Theorycrafting and Analysis
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    posted a message on Still don't fully understand +Damage%
    Both the weapons will do 1000 dps.

    Math for your two weapons:
    Fierce Dagger:
    Min Base Damage = 450/1.2 - 200 = 175
    Max Base Damage = 550/1.2 - 300 = 158.3333...***
    Base Weapon DPS = (175 + 158)/2 * 2.0 = 333.3
    Post-affix DPS = 1.2*(175 + 200 + 158 + 300)/2 * 2.0 = 1000
    *** Note that these numbers can't actually occur in-game. If numbers like these actually happened in-game, the Max Base Damage would be set as 451.

    Brute Mace:
    Base Min Damage = 750/1.4 - 400 = 135.71428571428571428571428571429
    Base Max Damage = 850/1.4 - 500 = 107.14285714285714285714285714286
    Base Weapon DPS = (136 + 107) / 2 * 1.25 = 151.8
    Post-affix DPS = 1.4 * (136 + 107 + 400 + 500)/2 * 1.25 = 1000
    Again, your numbers wouldn't actually occur like this in-game since your base max is lower than your base min, but I used them as is.

    Also note that in both cases I use the full decimal numbers and not the rounded versions for the calculations (I just put the rounded versions because the decimals weren't usually short or terminating).

    At the end, what's essentially happening is the displayed weapon dps is the Post-affix DPS (meaning after all the weapon's modifiers have been added in), not the Base Weapon DPS.
    Posted in: Theorycrafting and Analysis
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    posted a message on Damage and Survivability Spreadsheet
    Fixed a range definition that I overlooked during the update.
    Posted in: Theorycrafting and Analysis
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    posted a message on Damage and Survivability Spreadsheet
    Support added for vs Elite affixes; link to the sheet in the OP updated.
    Posted in: Theorycrafting and Analysis
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