Damage Conversion

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kahzin wrote:
Let me get this straight. The right order would basically be:


Yeah, except it's based on 'converted to' and 'added as', not from.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
Setup: Avatar of Fire, Herald of Fire, Hatred, Cold to Fire, Ice Crash
1000 Physical Base Damage

Physical
30% of Physical Damage added as Cold Damage Hatred
-> 1000 Physical, 300 Cold

15% of Physical Damage added as Fire Damage Herald of Fire
-> 1000 Physical, 300 Cold, 150 Fire Damage

50% of Physical Damage converted to Fire Damage Avatar of Fire
50% of Physical Damage converted to Cold Damage Ice Crash
-> 650 Fire Damage, 800 Cold Damage

Lightning
none

Cold
10% of Cold Damage added as Fire Damage Cold to Fire
-> 730 Fire Damage, 800 Cold Damage

50% of Cold Damage converted to Fire Damage Avatar of Fire
50% of Cold Damage converted to Fire Damage Cold to Fire
-> 1530 Fire Damage

Fire
none Added Fire Damage Support Gem would apply here

Chaos
none


Overall Damage Output: 1530 Fire Damage

100% of the Damage is scaled by
%Increased Physical Damage (including specific Physical multipliers)
%Increased Fire Damage
%Increased Elemental Damage

About 50% of the Damage is scaled by
%Increased Cold Damage

Is this calculation correct? If yes, does %Increased Elemental damage increase Cold Damage, which results in more Fire Damage, which is increased again by %Increased Elemental Damage?
Damage multipliers apply after all Damage Based On/Conversion is handled.
Damage Based On/Converted Damage benefits from the source-type's Damage multipliers.

Cold Damage that is Converted to Fire will benefit from Increased Ele/Cold/Fire Damage, once.
Thanks Vipermagi.

So let's take a scenario where I have 50% P2C conversion and 50% C2F conversion. Let's say that I have 50% increased cold damage, 10% increased fire damage, 40% increased elemental damage and 30% increased physical. Let's assume it is an attack and I have 20% increased attack damage as well.

Let's assume the initial hit deals 200 physical 60 cold and 20 fire damage.

After conversion it becomes
100 physical damage.
50 cold damage with physical tag.
30 cold damage without extra tag.
25 fire damage with cold and physical tag.
30 fire damage with cold tag
20 fire damage untaged

Now increases are summed for each portion separately based on tags. Total fire damage is 25*(1.0+0.1+0.2+0.3+0.4+0.5)+30*(1.0+0.1+0.2+0.4+0.5)+20*(1.0+0.1+0.2+0.4)=25*2.5+30*2.2+20*1.7=62+66+34=162 fire damage.

Is it correct?

If so it means that for me "increased cold and fire" nodes are better, than "increased elemental" nodes allowing double diping.
Есть один путь - найух!
"
muxecoid wrote:
Is it correct?

If so it means that for me "increased cold and fire" nodes are better, than "increased elemental" nodes allowing double diping.


Yeah, looks good.

If you meant the snowforged cluster, that would indeed be very effective. Though it isn't one modifier that applies twice to the same thing, the node gives you two 25% mods and applies both of them, if it really said '25% increased cold and fire' in one line you'd get only 25%.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►

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