Increased physical damage (on item - weapon) - calculation?

Hello Everyone, I am prepairing damage calculator for skills from the game but I found one modificator, where I am not sure at all how to count it....

if I will have weapon

base damage: 40 - 80
increased physical damage (on weapon): 100%
other items: 10 - 20

passive: increased physical damage: 200%

what will be affected by this increased physical damage and how this will be counted?

does it mean that:
(base damage + other items) * (passive + bonus on weapon)

or

((base damage * bonus on weapon) + other items) * passive


really not sure how to count this.

Thanks for any response




bump
If I'm not mistaken, physical damage on items isnt affected by mods and is added as a flat amount after all other calculations.

But I also think its supposed to be getting fixed.
B E E F
ampdecay: I read this issue already somewhere ...

Thanks for response.... (I can added now as a flat amount and change it later)

But what about total formula?

Is damage mod on weapon counted same as passive or its excluded (damage min and max is counted seperatetly for weapon and then I will count with passives)

its absolutely different result ..... to use + or x :-(
bump.... can anyone advice? how this is counted?

I probably need to enter just base damage of weapon without any bonuses and then multiply it by sum of passives and bonuses on weapon?

Really not sure ... this will be probably interesting for dual wielding where you will be able just take 2 weapons and have something like +300% increased physical damage which will be applied to both weapons...

really old necro - but that is my exact question right now - and it hasnt been answered here...

if i have a weapon that deals 10-20 phys dmg as a base and has a 100% phys dmg mod as a prefix the tooltip says now 20-40 phs dmg. if i select now a 10% phys dmg node, how will it be calculated?

A: 10-20 * (2.0 + 0.1) = 21-42 (same as quality)

B: 10-20 * 2.0 * 0.1 = 22-44

???
Last edited by Edradour#0197 on Mar 21, 2014, 12:13:31 PM
Local bonuses are applied before Global modifiers, effectively stacking multiplicatively.

Global Increased Damage applies to the listed damage on the weapon, so B.

Also, flat Damage from gear now works as expected.
Last edited by Vipermagi#0984 on Mar 21, 2014, 12:13:19 PM
"
Vipermagi wrote:
Local bonuses are applied before Global modifiers, effectively stacking multiplicatively.

Global Increased Damage applies to the listed damage on the weapon, so B.

Also, flat Damage from gear now works as expected.


thx for fast (FAST!!!) answer.

so its safe to say we take the listed dmg on the weapon and go on from there?

bonus: when is the inc phys % from gems like heavy strike etc calculated?
Increased Damage from Gems works the same as that from gear and Passives.
There are basically 3 layers.

1. Weapon-damage.

Weapon-Damage is (Basic-weapon-damage + added physical damage from the weapon) * (1+local increased physical damage) * (1+quality)

So a weapon with 10-20 basic damage, 100% increased physical, 5-10 added physical damage and 10% quality has (10 + 5) * 2 * 1,1 = 33 to (20 + 10) * 2 * 1,1 = 66.

2. Basic-Damage

This is all flat boni you have. Iron Rings give 1-4 physical damage and there are physical mods on rings, gloves, certain uniques etc, which are added to your weapon-damage.

3. Damage-Multipliers

The basic damage is now modified by different increases, which are all added. Incase of a physical melee-weapon and skill there are several additively stacking modifiers like increased damage, increased physical damage, increased melee damage or special weapon-damage increases (for axes, swords, maces etc.). On top of that there are certain multiplicative modifiers, marked by the term "more" like melee physical damage, which gives more physical damage instead of increased.

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