Voltaxix Rft -- Questionable New Ranger Unique Bow #2

RenoR: Nobody is saying anything gets applied twice. It's the order that matters.
I'm confused. Is RenoR arguing with himself...? EDIT: Asking that because Xendran agreed with RenoR and then RenoR replied almost as though trying to explain something to Xendran.

In any case, for Alfabetica, Amiag, and any lurkers who are still confused about PoE's hyperliteral wording concerning "increased" and "more" mods:

There are several certain "loopholes" that supercede the whole "increased = additive," "more = multiplicative" rule. Basically, when the "increased" damage is on a different conceptual level, it is allowed to "act" as "more."

Examples:
-1. Shock stacks cause targets to take 40% increased damage. This turns out to function much like a "more" modifier because most "increased damage" that you stack is damage that you deal, which is calculated before damage taken is calculated. i.e. if you have 350% increased damage coming from your fireball, and you hit a monster with one shock stack (40% increased damage taken), then your "damage-dealt-to-shocked-monster" modifier is 3.5 * 1.4, or 490%, which is a lot more than (350+40=390%).
-2. Local and global modifiers on weapons. Example a is easy to understand; example b is easy to test out in game for yourself:
---2a. The % increased physical damage mod on weapons affects local damage values, which means if you have, say, 50% increased physical damage from strength and weapon passives, and 50% increased physical damage on a weapon mod, you deal 1.5 * 1.5 or 225% of "flat weapon damage" from that weapon. Weapon mod = local, strength/weapon passives IPD = global.
---2b. The % increased critical strike chance (NOT "global critical strke chance," which I don't think can even roll on weapons...?) on weapons is local. This is the most "egregious" of the "loopholes" in my eyes, since it means spell crit can't even come close to weapon crit :( but it's fine, because weapons need some sort of advantage over spells. This means that if you have 500% increased critical strike chance from passive tree, and you roll just a 25% increased critical strike chance on a 5%-base-critical-chance-weapon, you go from 30% critical strike chance to 36% critical strike chance. Not bad. Compare to, say, getting a passive that pushes your ICSC to 525%. You go from 30% to... 31%... okay...

This chaos damage conversion thing is just another one of those "loopholes."

EDIT: Confirmation from Mark later in this thread. It's not a loophole! Never mind.
incorrect calculations originally in this post

500 base lightning damage
+50% increased lightning damage
+10% increased chaos damage

>

500 lightning damage * 1.5 = 750 lightning damage. Projectile lightning damage increases complete.
750 lightning damage * 1.00 chaos conversion rate = 750 chaos damage (Lightning damage reduced to 0)
750 chaos damage * 1.1 = 825 chaos damage. Final damage increases complete.

Personally, I'm not too sure what to think of this loophole. I feel like it's pretty hard to figure out through pure theorycraft, unless perhaps you're rather well-versed in doing conversion calculations already.

Correct calculations
500 base lightning damage
+50% increased lightning damage
+10% increased chaos damage
>
500*(1+0.5+0.1)=500*1.6 = 800 chaos damage
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Last edited by adghar#1824 on Aug 26, 2013, 4:05:06 AM
holy crap that looks fun
The rest of the 'end-game' content will be available along with a heap of new stuff when the game launches in a few months time. From what I've seen it's going to be awesome. - Michael_GGG
"
adghar wrote:
I'm confused. Is RenoR arguing with himself...? EDIT: Asking that because Xendran agreed with RenoR and then RenoR replied almost as though trying to explain something to Xendran.

In any case, for Alfabetica, Amiag, and any lurkers who are still confused about PoE's hyperliteral wording concerning "increased" and "more" mods:

There are several certain "loopholes" that supercede the whole "increased = additive," "more = multiplicative" rule. Basically, when the "increased" damage is on a different conceptual level, it is allowed to "act" as "more."

Examples:
-1. Shock stacks cause targets to take 40% increased damage. This turns out to function much like a "more" modifier because most "increased damage" that you stack is damage that you deal, which is calculated before damage taken is calculated. i.e. if you have 350% increased damage coming from your fireball, and you hit a monster with one shock stack (40% increased damage taken), then your "damage-dealt-to-shocked-monster" modifier is 3.5 * 1.4, or 490%, which is a lot more than (350+40=390%).
-2. Local and global modifiers on weapons. Example a is easy to understand; example b is easy to test out in game for yourself:
---2a. The % increased physical damage mod on weapons affects local damage values, which means if you have, say, 50% increased physical damage from strength and weapon passives, and 50% increased physical damage on a weapon mod, you deal 1.5 * 1.5 or 225% of "flat weapon damage" from that weapon. Weapon mod = local, strength/weapon passives IPD = global.
---2b. The % increased critical strike chance (NOT "global critical strke chance," which I don't think can even roll on weapons...?) on weapons is local. This is the most "egregious" of the "loopholes" in my eyes, since it means spell crit can't even come close to weapon crit :( but it's fine, because weapons need some sort of advantage over spells. This means that if you have 500% increased critical strike chance from passive tree, and you roll just a 25% increased critical strike chance on a 5%-base-critical-chance-weapon, you go from 30% critical strike chance to 36% critical strike chance. Not bad. Compare to, say, getting a passive that pushes your ICSC to 525%. You go from 30% to... 31%... okay...

This chaos damage conversion thing is just another one of those "loopholes."

500 base lightning damage
+50% increased lightning damage
+10% increased chaos damage

>

500 lightning damage * 1.5 = 750 lightning damage. Projectile lightning damage increases complete.
750 lightning damage * 1.00 chaos conversion rate = 750 chaos damage (Lightning damage reduced to 0)
750 chaos damage * 1.1 = 825 chaos damage. Final damage increases complete.

Personally, I'm not too sure what to think of this loophole. I feel like it's pretty hard to figure out through pure theorycraft, unless perhaps you're rather well-versed in doing conversion calculations already.



I know of those mechanics and they have nothing to do with converted damage. Increased damage applies to converted damage all at the same time, this is how it has always been known to work. If you say you have found some cases in which you can get "more" damage through conversion i have to assume everyone was wrong till now, including the wiki :

http://pathofexile.gamepedia.com/Damage_conversion
Dogs Summoner - http://www.pathofexile.com/forum/view-thread/885199
Last edited by Amiag#0234 on Aug 25, 2013, 12:23:18 PM
I like how OP says that reflect was the issue behind LA.

You should try Lightning Thorns. This bow doesn't help with that at all.
said something silly
@Minstrelshadrak
Last edited by MinstrelShadrak#5606 on Aug 25, 2013, 1:41:04 PM
Chaos resist mobs don't bother me and my build some bosses do take alittle longer to kill. I crit so hard that the 10% chance to shock doesn't benefit me. Thanks for linking my vid :D
Shadow LA/Frenzy Crit Guide : http://www.pathofexile.com/forum/view-thread/470867 || Best Life Belt on PoE for Mirror : http://www.pathofexile.com/forum/view-thread/521100
IGN : Blastrophe
Hopefully they introduce chaos reflect into the game.
Ek is a spell.
"
Rheakith wrote:
Give a guy who obviously already has GG items (kaoms etc) and only 7k hp (think HVR's build that has abuot 11k hp with kaoms) a decent bow, put him in a lvl 71 (lol) map with only 2 mods to test out a build and call it op...

The only advantage his build has is reflect immunity, and other builds handle reflect in other ways fine.

I just don't think the weapon is OP (and I'm not using it), seems to balance out the positive and negative features.


I see you posting everywhere lol 7K HP with kaoms is not bad and 11k HP HVR is pre HP nerf and he doesn't do anywhere the amount of damage I do now or when I used Lioneyes. Reflect immunity isn't the only advantage my build has... I can do literally any map mod. You say you don't think the bow is OP but you don't acknowledge how good it is because you aren't using it... I wonder why.
Shadow LA/Frenzy Crit Guide : http://www.pathofexile.com/forum/view-thread/470867 || Best Life Belt on PoE for Mirror : http://www.pathofexile.com/forum/view-thread/521100
IGN : Blastrophe

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