Projectile Damage
I searched the forum for the past hour and couldn't figure this out...Time to post about it and ask.
How does Projectile damage fit into the order of operations for damage calculation? For example, if I hypothetically had 50 physical damage, 50 fire damage, a 15% fire damage increase, a 15% projectile damage increase, and scored a critical strike without any critical damage modifiers, what would my final damage be? Last edited by MonopolyLegend#6284 on Sep 20, 2012, 1:11:56 PM
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50 fire
50 physical physical*1.15 + fire*1.15 since both are being increased by projectile damage but one is not fire damage physical*1.15 + fire*1.3 thus only it gets the bonus projectile increase adding them together gets you 122.5 total damage then you do 122.5*your critical multiplier to get final dmage My Keystone Ideas: http://www.pathofexile.com/forum/view-thread/744282 Last edited by anubite#0701 on Sep 20, 2012, 2:35:02 PM
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This wass towards item mods, but it applies, as far as I know, universally in GGG's game vocabulary
From Mark_GGG in the mechanics thread: " So basically, it's all multiplication, but first, the '% increased mods' or all added together. Then the base is multiplied by this amount, then each individual 'more' multiplier. In your case, this is ((50*(1+.15))+(50*(1+.15+.15))*1.5)=183.75 Ancient and unwise, SSF only since 2012 Last edited by Caiada#0297 on Sep 20, 2012, 2:37:50 PM
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wow, i actually understood that explanation
so, it's worth it to put passive skill tree points towards the projectile damages but not necessarily worth it to go out of your way to get all of them, unless they are near any major passive skill you plan to acquire even if you are a ranger or a hybrid ranger build |
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Yes it is very worth putting points into projectile damage.
There are a thousand hacking at the branches of evil to one who is striking at the root - Thoreau, Henry David
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" This is true for all nodes. It is not worth it to spend 10+ passive points to climb up to a small cluster just so you can say "Yes! I got every +mace damage node on the tree!" That kind of min/maxing doesn't work out because an additive 8% damage is not significant after a while. You need to justify passive purchases by saying, "I can access 3 clusters if I go there." About the only things that violate this heuristic are rare stats like %life regenerated per second. My Keystone Ideas: http://www.pathofexile.com/forum/view-thread/744282
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yes, i design my path of passive skills around grabbing as many +% mana or life regen as possible
however i put more emphasis into passives that adds into the Damage ...well the logic is, the faster you can eliminate your foes, before they hit you, the less you'll have to worry about spending more stats on life and regen pretty much like Glass Cannon build i guess |
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