a plan to improvement POE's damage formula





these pictures come frome another game:GranBlue_fantasty, these are explaining its damage formula. you may be not able to understand japanese, but you could understand these plus sign and multiplication sign at least. and this link have a lot of words to detailed explain the damage formula

https://gbf.wiki/Damage_Formula



and I could explain its feature in poe's version if you want shortly---------------------GranBlue_fantasty has 3 types damage(damagaA/B/C). damage inc% or more% would be added if come from the same type and Multiplied if come from the differenet.

there are also some special damage types that are Independence of the 3 types but most damage are in these 3 types.



For example, player have 1000 base damage and increase30%(A), then you get increase20%(A) and final damage is 1000x(1+30%+20%)=1500.

and then you get a increase20%(B) and final damage is 1000x(1+30%+20%)(1+20%)=1800



you may have realized that this game's key is keep balance on these damage types, not get as many one damage type as you can.

And the reason why I mention it is that POE have only one type inc% but many types more%, but inc% damage have the most source just like passive tree and equipment, but more% have much fewer source just like support gems.

POE's key is to keep balance on inc%, more%, speed and this balance is not good----------------inc% have lowest rate and speed have highest. The biggest example is that Jewelled Foil is the best thrusting sword, not Harpy Rapier that have similar dps and higher Critical Strike Multiplier.

And Grim dawn have the similar and bigger problem. It have much more inc% than POE so that weapon's attack speed is the most important data to increase dps.



So I think it's worth to do that let POE's damage divide into several types. For example, weapon/spell damage, elemental/physical damage, range/melee damage. these are 3 base types. most damage would be divided into them. It would make inc%damage more useful and those weapon/skill with low speed have more value.



I know it's not easy to change game's damage formula. But I think it's a valuable suggestion to save it eventhough GGG have no time to do it now. POE's damage formula really need a way to avoid data swell.
Last bumped on May 14, 2019, 12:43:10 PM
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