[mechanics] is each elemental damage source rolled seperatly?

My scion is dealing around 300-10000 lightning damage per hit.
Sources:
Hyaon's Fury 1-622
Wrath 14-231
Added Lightning support gem 16-295
Herald of Thunder 18-71, Thunderfist 1-40

I was afraid I would encounter a lot of "wasted" attacks in the 300-500 zone, but on the other hand enjoy a lot of overkills in the "8000+" range. Kind of like a crit build with low base damage, very high multiplier and around 50% crit chance.

But that doesn't seem to happen, the damage is in fact pretty "stable".

So I guess it is not one roll on a "300-10000" table, but each of the 4 sources rolls seperatly, minimzing the risk of an overall low roll, but also minimizing the chance of a crazy high roll?

I guess that's true, but I would love to get confirmation.
3.5 build: https://www.pathofexile.com/forum/view-thread/2299519
Toolpit always displays particular element's dps as one number, doesn't matter how many sources of it there are. Mayby it's not the proof but it's at least some clue.

(you owe me 1alt for hoi)

edit:

I should know it can't be simple question, sories.
Burn all the orbs!
Last edited by skuadak on Sep 3, 2015, 8:38:16 AM
I owe you an alt for what? What's hoi?

What you call a "clue" is obvious to me. I even listed the sources.

---

My question is: how is this the damage output calculated mechanicswise?


a) Damage = P(Hyaon) + P(Wrath) + P(HoT) + ...

...or...

b) Damage = P(Hyaon + Wrath + HoT + ...)

...with "P()" used as a notation for some probability distribution (guess it's just a uniform distribution, no need for GGG to apply something crazy here).

a) leads to somewhat stable damage, b) is much more spiky.

3.5 build: https://www.pathofexile.com/forum/view-thread/2299519
Last edited by Peterlerock on Sep 3, 2015, 8:17:39 AM
I always thought it was rolled as one (to keep the theme of lightning damage) but it is an excellent question. If each source is rolled separate, it is a huge player advantage for stabalizing lightning damage around the average or mean. Math terms may be incorrect but you get the idea. The odds of hitting the outlier, high or low, quickly gets into the realm of winning the lottery with just a handful of sources.
"
BackwoodsS wrote:
If each source is rolled separate, it is a huge player advantage for stabalizing lightning damage around the average or mean.


I don't know if it's such a "huge advantage", when you are not using a similar setup as me. As an example, spellcasters don't get flat bonus from Wrath or items and probably don't use the added lightning gem. And is really only intersting for lightning damage, as the variance is so high.

It's not too important overall, I'm just curious. Didn't find any answer yet, nothing reliable or related in wiki or google.
3.5 build: https://www.pathofexile.com/forum/view-thread/2299519
Last edited by Peterlerock on Sep 3, 2015, 3:10:03 PM
Needs more bumps.
3.5 build: https://www.pathofexile.com/forum/view-thread/2299519
I always thought that it would add up all of the base numbers and aggregate them into one. So basically you get a much better base damage with more sources.

The same would apply to physical damage as well, since there is always a range.

However, curious to know if this is incorrect. Seems like it would be a bit of extra unnecessary work on the programming side.
Still curious.

Maybe some dev reply, or is this super-secret stuff that is not meant to be publicly known? ;)
3.5 build: https://www.pathofexile.com/forum/view-thread/2299519

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