Damage Taken calculations and Server Ticks (seeking informations)
Hey everyone,
I'm seeking information on how many Server Ticks the "Damage Taken" calculations operate. To be more specific, I'm looking for the smallest time interval that is being used to calculate on how much total damage a character has taken. EDIT: sloppy math lead to the following assumption
Spoiler
I did some extensive testing and number crunching a few days ago to improve my build and came to the conclusion that it should be operating on 5 Server Ticks, with a Server Tick Rate of 1/30s.
I was wondering if someone has knowledge of this and/or could point me to a reference. Thank you very much in advance! Kind regards, TheVoid If you are interested in how and what I tested, then please read further.
Spoiler
I'm currently working on a build as a Juggernaut, using Boneshatter as my primary skill. This skill comes with a powerful buff that is stackable called Trauma, but it also comes with a heavy downside. For the Trauma, each stack you gain x% more damage but also take a flat amount of physical damage each time you gain Trauma. Both stack additively.
The build I made allows me to accumulate an extreme amount of Trauma stacks up to a theoretical maximum of ~750. This is the point of where the downside of Trauma, the flat amount of physical damage taken gets so big that it would kill the character in a single self inflicted hit. To test on how big of a Trauma stack I could accumulate I ran Maps with Totems and was fishing for "allies cannot die" Totems. Isolated a single monster, lured it to the Totem and started hammering. In the first couple of tests I could reach Trauma stacks ranging anywhere from 340 to around 440. Due to this inconsistency I dropped all temporare Buffs and Guard skills like Immortal Call, Enduring Cry,(Vaal) Molten Shell, Berserk and started again. Now I was consistently reaching ~340 Trauma Stacks, then the character would die. I was baffled why my character would die with that “low” of a Trauma stack since in theory I could reach ~750. The character also utilises the Unbreakable Notable from Juggernaut and the Divine Shield Keystone. Due to those and massive physical damage mitigation and damage taken reduction my character far out-regens the physical damage taken from Trauma at any point until it gets so big that it would die in a single self inflicted Trauma hit. So I ran all numbers again and again with the same result, I should not die at that point which got me thinking till I remembered something Mark commented somewhere about Leech and Server Ticks. This got me into running more tests and crunching even more numbers. Once I came to the assumption that the damage taken calculations operate on 5 server ticks, I made adjustments to the character’s eHP to reach certain thresholds. Once done I could reach a far higher stack of Trauma which I repeated several times until I ran out of options to increase the eHP. Last edited by TheVoid#2935 on Apr 16, 2022, 6:59:34 PM Last bumped on Apr 16, 2022, 6:54:26 PM
|
![]() |
Server ticks last 33 ms, so 30.3030... per second.
Damage taken is calculated each server tick, and as far as I am aware, you can recover life in between two hits of damage on the same server tick. The whole purpose of server ticks is to calculate all damage instances that have occurred within a fixed timeframe like that. It would make no sense to then group more of those together. That said, you should not onehit yourself at 340 trauma stacks from my calculations either, assuming full fortification stacks, all flasks active, being stationary for Arctic Armour (you should be counting as stationary while attacking), full endurance charges, and Petrified Blood. I did not account for pantheon souls because the import function of Path of Building cannot determine those automatically. I am not sure how attack frequencies exceeding 1 per server tick work. If I am mistaken about the recovery being applied in between to hits (maybe only instantaneous recovery applies?), then it is possible that what kills you are two hits in the same server tick. Your regeneration from Unbreakable and Divine Shield brings you up to 2750 life and 732 ES from what I can tell, and 340 trauma stacks result in 3064 damage. Under the assumption that non-instantaneous recovery is not processed before hit damage, the first hit would deal 2332 damage to life, of which 40% is prevented, so 1399.2. The second hit would deal 3064 damage to life, with 1225.6 being prevented, so 1838.4. And 1838.4 + 1399.2 damage to life is more than the 2750 life you have. I do not know how you reached your "5 server ticks" conclusion, but I think my speculation is slightly more consistent with the known game mechanics. If my numbers seem vastly incorrect or if I missed something in the configuration, feel free to point it out or just actually share your full PoB setup so we can be sure to work with the same number. |
![]() |
Hey DER_PSYCHOPATH!
Thanks to you I found an error in my Table where I copy and apply a multiplier at the wrong position. I re-did the test since my build has slightly changed with the following PoB: https://pastebin.com/xGWYbwu1 No flasks, no Immortal Call, just Enduring Cry and I remained stationary for Arctic Armour. I ran 2 tests that differ only in that Test1 was done without Ancestral Protector and Test2 with it to reach higher attacks/s, at least on paper. Result: In both Tests the character fell over the moment 349 Trauma stacks were reached, each test was done 3 times. Test1 reached 37 Attacks/s and Test2 50. Dmg taken per Trauma stack from level and it's 100% quality (divergent) = 131 This nets 45719 phys damage from 349 Trauma stacks. With a dmg taken multiplier of 0.057 from 90% Additional Phs Dmg Red, 5% reduction (Unbreakable), Arctic Armour(15%) and Fortify (29%) brings it down to 2605 phys dmg before ES and Petrified Blood is applied. Also, my Petrified Blood loses 67% of the 40% prevented over 4s. With all that the only good explanation is as you say, two attack in one Server Tick where the non-instant Life & ES recovery is not applied inbetweem the two. |
![]() |
I did further tests with the following results:
I picked the moment the character would reach 30.3 attacks/s and from there compare different time intervalls if there is any increase in Trauma gain over the remaining time. Result: No Therefor, hitting a second time per Server Tick seems unlikely. Then I looked again at the Liferegeneration/s at the moment of death, which was 76602,5 and divided it by 30 Server Ticks, which results in 2553,31666 Liferegeneration per Server Tick. This Value is lower then the unreserved HP of 2793. The total damage taken to life on that Server Tick is > 0 which results in a degen effect and within just a few Server Ticks the character drops to zero HP. Conclusion: to reach higher Trauma Stacks I need to be able to prevent even more damage |
![]() |