Question about "scaling damage".
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Hmmm,wouldn't I get a double-dip from such situation:
50 base physical damage 100% increased physical damage Herald of Ash (15% phys damage as extra fire damage) 100% increased fire damage from tree In steps it would be as follows I suppose: 1.50 phys -> 100 phys (1st dip) 2.100 phys + 15 fire 3.100 phys + 30 fire total (2nd dip) right? |
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Conversion and Damage Based On/Damage Added As are calculated before Damage modifiers.
Converted Damage and Damage Based On benefits from modifiers to the source type. DBO: 50 * 0.15 = 7.5 Fire (from Physical) The Physical damage portion benefits from 100% Increased Physical Damage: 50 * (1 + (100/100)) = 50 * 2 = 100 Physical Damage Fire (from Phys) benefits from both 100% Inc Fire and Inc Physical: 7.5 * (1 + (100/100) + (100/100)) = 7.5 * 3 = 22.5, rounds to 22 Fire Damage Last edited by Vipermagi#0984 on Jul 14, 2016, 7:28:10 AM
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So I would get double dip;I just only messed up calculations.
Thanks mate for clarification :) |
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" No, there's no double dipping there, only stats applying to the applicable damage types. Double dipping can occur with bleed, poison, ignite and other possible DoTs that are based on the initial hit. For example with fire and ignite: BaseFireHit = 100 Fire Damage FireModifiers = 100% increased Fire Damage BurningModifiers = 50% increased Burning Damage InitialFireHit = BaseFireHit * (1 + Firemodifiers) = 100 * (1 + 100%) = 200 Fire damage Ignite = InitialFireHit * 0.2 * (1 + Firemodifiers + BurningModifiers) = 200 * 0.2 * (1 + 100% + 50%) = 100 Fire Damage over time for 3 seconds. Firemodifiers in this case are double dipping with the ignite. Firemodifiers increased the initial hit AND then also the ignite. Last edited by Illviljan#6833 on Jul 14, 2016, 8:14:18 AM
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n-dipping is not really standardized like other keywords. However the most common form it is reffered to is the one that Illviljan posted before me.
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