rounding of values / Dps / GGG help please
Apparently I am too stupid to calculate my DPS properly.
Here are my Stats: ____________________ min phys dmg: 89 max phys dmg: 264 min lightning dmg: 2 max lightning dmg: 41 weapon AS: 1.4 weapon crit: 9.768 (for some reason not rounded to 9.77...) chance to hit: 0.85 strength: 162 ____________________ total increased phys dmg: 1.92 + 0.324 from strength (rounded to 0.32 I think) increased melee dmg: 0.12 total increased AS : 0.63 total increased crit chance: 4.38 total increased crit multi: 1.26 total increased lightning dmg: 0.56 ____________________ This leads to: min phys dmg: 89 * (1 + 1.92 + 0.32 + 0.12) = 299.04 (rounded to 299 I think) max phys dmg: 264 * (1 + 1.92 + 0.32 + 0.12) = 887.04 (rounded to 887 I think) min lightning dmg: 2* (1 + 0.56 + 0.12) = 3.36 (rounded to 3 I think) max lightning dmg: 41* (1 + 0.56 + 0.12) = 68.88 (rounded to 69 I think) These values equal to the tooltip values. If I don't round the +dmg from strength the max phys dmg value would be 888 which let me to conclusion that it is indeed rounded. APS: 1.4*1.63= 2.282 (rounded to 2.28 I think) Crit Chance: 9.768 * (1 + 4.38) = 52.55184 (rounded to 52.55 i think) Crit multi: 1.5 + 1.5 *1.26 = 3.39 DPS w/o crit: (299+887+3+69)/2 *2.28 * 0.85 = 1219.002 (I don't know if this intermediate step is made and therefore rounded or not; I guess it's not) DPS w/ crit: 1219.002 * 0.5255 * 3.39 + 1219.002 * (1 - 0.5255 ) = 2750.0014567 (rounded to 2750 I think) All these values are equal to the tooltip. So I guess they are using the rounded values for further calculations. No Problem so far. _______________________ Now I'd like to calculate my Reave dps. 20q: 10% AS lvl17: 1.192% of base dmg. Min Phys Dmg: 89 * (1 + 1.92 + 0.32 + 0.12) * 1.192 = 356.44568 (tooltip says it should be 356 which is strange since it SHOULD be 357 using proper rounding but it seems they just used round()) Max Phys dmg: 264 * (1 + 1.92 + 0.32 + 0.12) * 1.192 = 1057.35168 (tooltip says it should be 1056) Now hold on here. This means that they rounded the reave scaling to 1.19 which would result in 1055.5776 (rounded to 1056). Why even state that reave does 119.2% base dmg if it isn't calculated? I could go on here, but I guess I made my point. I'd like to know how exactly things are rounded and if it is only affecting the tooltip but not the actual damage. Do I deal randomly rounded DPS or is it just displayed incorrectly? I know that many things are not shown in the tooltip, but I always thought that the displayed ones were correct. Last edited by Shirku#5628 on Sep 3, 2015, 9:53:19 PM
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Right, the decimal on gem base damage multiplier is probably just there to tell us when will it gain a full percent. Without it, with a skill that gains 1,4% per level we would gain 1% every level except fifth, when we would get 2% and that would be kinda confusing.
Might be just me being strange but I would like to see gems stop on rounded values at level 20 and stuff like faster casting at 40% instead 39%, just looks nicer, what's the point in having a round number at level 1 if your gems spend five minutes with that value. Oh, and your actual dps is lower than the tooltip says because it doesn't include crit confirmation roll for attacks, the rounding issue is a fly sitting on an elephant. 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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" True you'd have to calculate that with the evasion rating ofthe monster and your accuracy. " It might seem that way. But it's actually not. In my example the values are small but it gets really annoying once you use different support gems and the values just won't match. And I really need to know how far the tooltip DPS is accurate. I need to know if values are rounded and if, how they are rounded. |
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Well, even if it was mathematically perfect, dps for attack skills is as much of an estimate as armor reduction or evade percentage. Ok, maybe more than evade because accuracy is highly standardized for monsters of same level while evasion and damage vary more, especially damage.
So, as for every estimate, it's pointless to waste decimals on it, and if you're already making a 10-15% error on crit confirmation roll it's doubly pointless. 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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" It wouldn't be problematic to calculate it for different armour / evasion values etc. However... this wasn't the question I asked. My post doesn't show the magnitude of the calculations. It was just an example to show that there are some rounding issues I ran into. If you don't know how exactly things are rounded and whether the actual dmg is calculated with rounded values or not, you can't answer my question. Which makes your response pointless. |
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Suppose I can, I do know a bit about the process...
Damage is stored as an integer Weapon base aps is stored as a decimal Accuracy is an integer Crit chance is a decimal, multiplier is integer Percentage increases are stored as an integer So, the game takes your total base damage and applies all percentage bonuses, the way you did here min phys dmg: 89 * (1 + 1.92 + 0.32 + 0.12) = 299.04 (rounded to 299 I think) max phys dmg: 264 * (1 + 1.92 + 0.32 + 0.12) = 887.04 (rounded to 887 I think) min lightning dmg: 2* (1 + 0.56 + 0.12) = 3.36 (rounded to 3 I think) max lightning dmg: 41* (1 + 0.56 + 0.12) = 68.88 (rounded to 69 I think) And stores them as your character's damage per hit range which is an integer value, the game always rounds down except in some special cases so max lightning damage would be 68. That's the interim rounding in dps calculation so there's some error there. Now, I believe the attacks per second on char screen and attack time on tooltip values are rounded only for display and the game uses your weapon base and percentage bonuses in dps calc instead of the value you see on char screen. The rest of dps calc, including crit should be made in one go so there's no 'crit step'. Now, the reave damage bonus is indeed a bit fishy, if it's 119,2% the tooltip would show 1057 and if it was 119%, it would show 1055 due to rounding and you say it shows 1056. Strange indeed, I think I'll check that myself tomorrow on my setup, can't come up with a way to get 1056 (except if we assume STR bonus isn't stored but calculated on the spot by dividing STR score by 5, but then normal attack damage wouldn't fit the bill). Anyway, if you're so hell bent on getting to the bottom of this just keep bumping until Mark sees it, he usually shows up, especially if I got something wrong up there. 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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That was helpful to some point.
I am familiar to the "always rounding down thing". " Unfortunately the character screen states that my max lightning dmg is indeed 69. " I tested that before and it seems to be wrong. In this case using the APS: 1.4*1.63= 2.282 results in a higher value than the character screen shows. " I found this on the wiki: " Additionally I had the same problem to with normal attack damage not fitting in anymore when I tried calculating it directly. So I guess we can assume it is rounded as well as the the reave scaling. I had this problem in other cases aswell. It's so frustating once I get the value right for e.g. reave and normal attack, I switch to another dagger and everything falls apart ._. |
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Still need help here ._.
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