Wudijo can you please tell me something? Does attack speed increase the rate of fire of rapid fire? I see that for whirlwind and incinerate (also channeled skills) it doesn't. My build depends on it.
On his level 78 rogue in the previous video, he got 9 potions. I mean, it almost looks like you can make a whole build around spamming healing potions instead of defensives, lol.
@@j.p.2800 Theres also some paragon glyph and abilities ive seen that drop extra potions, i think it would be kinda cool if their was some weird potion spam build
Good explanation, solid video. Some feedback: Do some examples using the actual dmg formula where you: 1. Calculate a chars total modified damage 2. Calculate how swapping a different item will change that char’s damage 3. Repeat (2) for different damage types We need to see real examples with the formula+numbers, because the value in understanding damage mod mechanics is making confident gear upgrade choices. Rules of thumb are nice, but not informative enough IMO.
My question with this, is why isn’t this in-depth information provided by game developers after THEY thoroughly test the game THEY created? They know they are making a game that revolves around maths…so everything an advanced player needs to know to push their character as far as possible should be available officially.
Great video and thanks to everyone that's been busy testing! I know stuff like that takes a lot of time, used to do a lot of theorycrafting back in D2 and the tooltips were wrong there too :D
I'm pretty sure that Basic and Core Skill Damage bonuses are their own buckets respectively to each skill. I was testing Basic Skill damage with gems during the beta on my barb with Lunging strike and its upgrade that makes enemies bleed. With 6 gems socketed in the Basic Damage would be increased by 75% total. And that's what I noticed exactly both in tooltips and in performance. I had decent gear, no Basic Skill Damage on weapon stats, but plenty of close, vulnerable and other sources of damage. And would still note that aproximate damage increase. And this was even more evident in the skill Tooltip. If lunge did 200 direct damage, and 120 bleed damage, after putting in all the basic skill damage gems the numbers would up to 350 and 210 bleed damage. I'm pretty sure that Close, vulnerable and other stats would be added afterwards multiplicatively.
You completely left out overpower damage which is very important for the necromancer since they can get it consistently with blood surge and Rathma's vigor. It is kind of its own bucket. It's a bit different because overpower damage % stat only multiplies the part of the overpower damage from health and fortify and doesn't effect the weapon damage.
damage while healthy increases your attack stat, which is where your main stat increases as well. and putting on damage while healthy, will directly make the damage while standing still aspect give you more damage and multiply off of it. So I think its actually just inaccurately labeled as + when its not
One question: is "Damage vs vulnerable" different from "Vulnerable damage"? On my rogue I got all the skilltree nodes that increase damage vs vulnerable BUT my vulnerable damage stat doesn't change from 20%. I understand it may not add the one specific to bow but it doesn't make much sense for the other one.
I have 3 questions about rogue: 1. Did you try Flurry build? Is it good enough in endgame? 2. What weapon are used when you use Puncture: swords or bow ? 3. How you manage to survive in endgame, is it hard? Had you problem with staying alive ?
It's just gaming design for scaling your damage through multiple sources. Multiplicative damage is powerful and rarer than additive damage but you still need both in order to scale your dmg. How do you know if the % increase is additive or multiplicative ? Well you enable the extended tooltips option in the settings and closely look at the skills and also with the help from the community like this spreadsheet in the video. How does the calculation work ? Its simple. First you have to be 100% sure if the dmg increase is additive [+] or multiplicative [×]. Then you add all the additive [+] numbers together. Example: 10% + 30% + 50% + 60% = 150%. This final number itself is a multiplier btw (1 + 0.1 + 0.3+ 0.5 + 0.6) = 2.5 Now you look at your multiplicative [x] % damage sources and simply multiply everything with each other. Lets take the same numbers like above: 10%, 30%, 50%, 60%. Its important to not add these numbers together like we did with the [+] numbers. You multiply them with each other because these are multiplicative [x]. 1.1 x 1.3 x 1.5 x 1.6 = 3,432. Now we have calculated the multipliers from all the [+] and [x] numbers and need the base damage to apply these numbers on. Lets say our twisting blade does 100 base damage. Then you simply: 100 x 2.5 x 3,432 = 858. This means our Twisting blades do 858 dmg. Now to understand the difference between the scaling between [+] % and [x] % lets go further. You dropped 2 gloves. Glove A gives [+] 20% dmg and glove B gives [x] 20% dmg. Glove A: Since this is additive you have to take our first calculation and add the new number: 10% + 30% + 50% + 60% +20% = 170% This means our new multiplier from all the [+] is (1+ 0.1 + 0.3 + 0.5 + 0.6 + 0.2) = 2.7 The multiplier from [x] hasn't changed and is still 3,432. We take our made up base damage from twisting blades again and: 100 × 2.7 x 3.432 = 926,64. Now Glove B. Since this is multiplicative the beauty is that we can take our already calculated number from Twisting Blades, which was 858 and simply multiply it with the [x] 20% and get: 858 x 1.2 = 1029,6. We can clearly see that glove B adds more damage. About roughly ~11% more damage than glove A to be exact.
So this kind of sucks in the fact that now it's: "Bigger number better ungu bunga" when evaluating gear and skills / paragon. Also, if your character can't keep vulnerable up as close to 100% then your character sucks. It's mandatory like slag in BL2.
Good to get this resolved. I am a bit disappointed by the result, however. This removes a large part of the endgame character building complexity, that I thought would be super cool.
Blizz really should just have an icon to indicate multiplicative or additive. Would make it far easier to weigh up gear and make builds without all this hidden info. Depth is good but not when things work in inconsistent and unexpected ways ..
was any testing done on overpower damage? its known to be based on fortify, but if we are talking about damage in the hundreds of thousands, a fortify value of your base life is only going to add a couple thousand in the endgame.
I REALLY want to play bleed/thorns barb. Raxx suggested not to play it anymore after the server slam but I wasn’t sure if he had his hands on end game info or not and was giving a big wink wink. I’m still going to try and play it and I’m really hoping that it’s viable.
Yeah Raxx answered me on stream yesterday and said endgame bleed/thorns will be viable. Was going to be my go to and will still be working to build it starting Thursday!!
Here’s the real question though. If you have say 3 of the (x)+ damage categories that are multiplicative…are they added amongst themselves or do they count as a multiplier on top of the base damage
If this bucket is still in place it means that the rare glyphs that give % increased damage while X are the worst glyphs from the paragon board, because they fall into the additive bucket. I'm a werewolf druid main, and I tested with with our werewolf glyph that gives % increased damage while a werewolf. There did not not seem to be any increase in damage dealt with this rare glyph. In fact, I'm leaning towards it being worse than the blue glyph that gives a flat % crit damage increase. The damage bucket calculations really forked up the paragon board which was supposed to be our largest source of increase in damage.
This is a great video that really helps explain and break down the damage mechanics in the game, so thank you for posting this! One question though, where does Ultimate Skill Damage fall within these buckets? Is it part of the additive, or is it a separate one?
there is just the condition vulnurable which is +20% dmg baseline, everthing else is dmg to vulnurable enemies and is additive so 20% + 10% + 5% = 35% dmg to vulnurable enemies afaik from rykker, raxx and wudi
@@kyoukatsuariadust6744 Do you have a link where they say that? I have watched a ton of their content and have only seen it referred to as "multiplicative" but never actually explained. +20% damage to vulnerable enemies could be: 1. Additive with the main +% damage bucket (the big one, with most other affixes). Wudijo seems to be saying it is not, and is just "Vulnerable Damage" and is in some way multiplicative. 2. Multiplicative with the base Vulnerable bonus (20%), so 20% x .2 = 4 so makes the Vulnerable bonus 24%. 3. Additive with the base Vulnerable bonus, so 20% + 20% = the Vulnerable bonus becomes 40%. There are other stranger options, but those are the main 3. Would really love to know which one it is, in non-ambiguous terms. Wudijo saying it is "multiplicative" probably rules out option 1, unless "vulnerable damage" isn't the same as "damage to vulnerable enemies", but the details matter.
@@socraticknowsnothing See Rob2628, he beat a game to lvl100 and clear the hardest content. His Barb stack vulnerable to 455,1%, so he deals X5,551 multiplier to vulnerable enenmies
I will say as I was an avid pvper, if your potion heals you for 50% more HP than your enemy and there is a cooldown on your potion it is certainly a gigantic advantage in pvp if you don't have to sacrifice a huge amount of damage to obtain the increase. That is just my opinion.
Hey wudijo, any chance you can a video of your thoughts on Def needs in hardcore? Best ways to get good dmg reduction, such as just stack one form or if there is too much scaling with one Def stat
Thats a bummer cause it takes away quite a lot of depth from the game in my opinion. Its just the usual Main Stat, Crit, ias type of thing now - with Vulnerable Damage on top of it. I think it was awesome to have like 3 more buckets which really made you think about the builds pretty hard.
Unless I'm just unlucky there is no affix with a X in front of it. I think that X is just a placeholder for your actual percentage amount that the person used to make this sheet. 6:00
I want to play a melee only necro and I’m not a longtime Diablo play so I don’t know how main stats affect classes. Does the intelligence affect necro period or does it affect things like spells rather the physical?
Sorc's lack of access to the critical damage multiplier is the reason why their base skill damage needed to be high. But for some reason we demanded it to be nerfed. Now what? Also, how is overpower not a category by itself? I mean I'm happy it's not, I'm just curious if it actually behaves like a critical additive
Yeah, destruction glyph (core skill builds) and exploit glyph are mandatory for sorc builds. Mastery based builds won't be able to use destruction, though, but fire has access to crit damage passive.
This is an instance of balancing around endgame leading to bad balance while leveling, which led to everyone playing sorc and the "17 damage" druid meme. It's not good design to have both classes end at the same power level, but 90% of the journey to max level someone playing druid has a much worse experience than someone playing a sorc. If the change they made nerfs sorc in the end game too much then hopefully they can make other changes to compensate
Similarly with the Necro pets. They were terrible *end game* pre-nerf, and after Blizzard gutted them into the ground from whence they came, and then "buffed" them (LOL) slightly, they are still going to be garbage tier at level 100. Fantastic foresight they don't seem to have, and they've just been entirely reactionary to the whining crowd who also don't really know what pets were like late game, only how they were up to level 25...
@@johntan8343t's not the sources what matter, different means of Crit end up in the same multiplier (bucket) It's the % what's important and apparently overpower is just another form of Crit. This is why Sorc is fuck3d, she doesn't have access to OP, or significant critical damage via skills and on top of that Staffs and wands apparently DO NOT have crit modifiers 😱 Even if Barb didn't have a good skill based crit build, it wouldn't matter because their arsenal allows them to do anything they want and it will only get more and more powerful by season when new weapons are introduced. Rogue is in a similar position with a semi-arsenal and tons of Crit. While Druid gets their own version of crit via overpower and it's completely nuts. Sorc is fun but meaningless, but at least it's not Necro (poor boy) 😅 And it's all OUR fault, we asked for this 🙃
So the yellows are additive? Appreciate the efforts with this. I still think it's mad they don't simply have it in the stat page, broken down stats with an indicating it's x or +.
the grey ones are the additive. Yellow is the crit dmg/chance increase bucket. The tl:dr is to increase the first 2, then yellow and Vulnerable damage as much as possible. Increase attack speed if your build has no resource issues and then go for the grey ones that your build can keep online as much as possible for example "against burning enemies" is a very good one for sorcerers since you can have a 100% uptime on it.
Is it true that overpower doesn't scale with other multipliers but just willpower, HP and fortify? It sounds so that it's getting weaker with higher level.
ya coming out of Macro's Necro vid and this is a top priority for me. if overpower is an entirely separate system the blood builds are dead at endgame.
hi there I want to swap out one aspect for avalanche, which one is least effective? aspect of control/ edgemaster/ conceited? Are they all overall multipliers? I believe control is most effective from the docs attched in the description. Say I have full mana with a barrier active and enemy are frozen. My damage would be *1.2*1.25*1.35 compared with otherwise. Am I correct?
Well, it makes the entire system a sham. It makes it look complex, but in the end it's the same as it ever was: main stat, crit chance, crit damage, vulnerable...yawn.
Do we know if there is a snapshot dot mechanic? For example, let's say we have a damage bonus on healthy enemies, and we applied bleed/poison on them. Does the damage bonus calculated per tick, or from initial hit? (let's say we deal 100 poison damage per second on healthy enemies, if they go below healthy bar, is the poison dot that was applied earlier will stay at 100 or lose its damage bonus?) I assume that if it works the same way as dot works on dodge chance, than dot damage should snapshot when the hit itself occurs.
True, damage vs CC is a waste in the current state of the game. Bosses go down before they can even be staggered. I was going for the staggering Sorc, but what's the point? If you are not a Barb or a Rogue, you are dead weigh in a world boss fight, specially in Tier 3 & 4. How can this be addressed?
Not exactly true. Other classes can still contribute significant damage. Necro for example, slows and makes enemies vulnerable 100% of the time. This frees up any skill you may have been running for vulnerability. Necro also brings debuff damage mitigation with curse. Possibly allowing you to drop a defensive skill for something more offensive.
5 buckets to multiply eachother. I just hope that the numbers don't scale into the billions because adding more zeros to the damage numbers gets kinda stupid after awhile.
How about they do the math to convert to damage into a percent of the enemies' health? That way, people can stop complaining about numbers that are too big.
Any chance you know how sorceress legendary node “enchantment” works being 20% stronger enchantments and how that applies to skills with no damage? For instance Ice blades (40 sec cooldown spent to spawn ice blade). Would it be 20% reduction in cooldown?
Can you go over PvP. Rob2628 hit 7 billion. Does this mean that PvP will be nothing but ranged classes. And the first to land will win. 99% of 7 billion is 6.9 billion and some change. Leaving 70 million leftover. Players only have 10k health at most at level 100. Are we missing something?
This discovery killed some of the hype for me. I liked the other version of it much better, it gave the game so much more depth and diversity, not wanting to invest too much into a single stat and finding the right balance to maximize ur multipliers across the buckets... So disappointing
It still has a few "buckets" though yea there are still some thing like vulnerable forcing some specific glyph/paragon board choices unfortunately. Also "crit damage" sitting all alone and being locked to some very specific things depending on the class. :(
Does this mean that all those types of Critical Strike damage sources are multiplicative? Say, CS Damage and CS Damage vs Vulnerable. Do both increaase the damage multiplicatively when CS-ing a Vulnerable enemy? What if they're CCed, Vulnerable and you strike them with a Core skill? That's four different xXX to damage, is it not? Just want to make sure I understand it correctly.
Crit damage is just a conditional bucket of it's own. Any modifier to crit damage would apply to a crit. Those modifiers would be additive together, and multiplicative to other buckets. Conditional sources of crit damage would apply (and feed into the additive crit damage bucket) when the conditions are met.
@@Blickter So all crit damage (vs stunned, with core, etc.) are additive in the crit group but the whole crit group is multiplicative to other buckets. Do I understand it correctly now?
@@dzzzzzt Yeah that's right. Just remember that crit is a conditional multiplier itself (unless you have 100% crit chance). So when you crit, damage is multiplied by the cumulative crit multiplier. Within that bucket, everything is additive.
does anyone know if the sorcer aspect that gives increased vuln dmg while you have a barriar up count as the flat vuln dmg or does it go into the same bucket as the other while heathy type bucket because its really hard for me to tell
So glyph choices really just come down to crit damage and vulnerability damage plus whatever else gives you the highest non-conditional additive damage numbers? That seems kind of boring…
This is wonderful news. The excessive mass multi-bucket dip meta based on the old theories would've made build diversity so much less practical and fun.
Avoiding conditionals is not end all be all advice. Obviously it all depends on the size of the benefits you're getting, and your access to that conditional. 20% Damage while healthy is going to be more valuable to me than 5% flat, since I can play and build around optimizing the uptime on that 20%. There will be situations where I don't get access to the 5% for sure, but the majority of the time I will be doing more dps, so it is better. Of course, if you're comparing 5% flat to 8% damage while healthy, the flat is better.
it's not really a waste because all those hours made you more familiar with the different paragon boards, glyphs, etc. that will help when making future builds
Always remember: Don't trust no tooltip.
audio is so much better. Keep up the good work
I only trust you Captain.
Wudijo can you please tell me something? Does attack speed increase the rate of fire of rapid fire? I see that for whirlwind and incinerate (also channeled skills) it doesn't. My build depends on it.
@@marsovacyou need to keep in mind breakpoints for channeled skills such as the ones you mentioned. So the answer is yes and no.
Your link to your discord is invalid. It probably timed out.
“Potion healing seems to be very valuable to the developers” LOL
On his level 78 rogue in the previous video, he got 9 potions. I mean, it almost looks like you can make a whole build around spamming healing potions instead of defensives, lol.
@@j.p.2800 Theres also some paragon glyph and abilities ive seen that drop extra potions, i think it would be kinda cool if their was some weird potion spam build
Good explanation, solid video. Some feedback: Do some examples using the actual dmg formula where you:
1. Calculate a chars total modified damage
2. Calculate how swapping a different item will change that char’s damage
3. Repeat (2) for different damage types
We need to see real examples with the formula+numbers, because the value in understanding damage mod mechanics is making confident gear upgrade choices. Rules of thumb are nice, but not informative enough IMO.
My question with this, is why isn’t this in-depth information provided by game developers after THEY thoroughly test the game THEY created? They know they are making a game that revolves around maths…so everything an advanced player needs to know to push their character as far as possible should be available officially.
No mention of overpower in that video? Does that scale with everything there or not?
Great video and thanks to everyone that's been busy testing! I know stuff like that takes a lot of time, used to do a lot of theorycrafting back in D2 and the tooltips were wrong there too :D
I'm pretty sure that Basic and Core Skill Damage bonuses are their own buckets respectively to each skill. I was testing Basic Skill damage with gems during the beta on my barb with Lunging strike and its upgrade that makes enemies bleed. With 6 gems socketed in the Basic Damage would be increased by 75% total. And that's what I noticed exactly both in tooltips and in performance. I had decent gear, no Basic Skill Damage on weapon stats, but plenty of close, vulnerable and other sources of damage. And would still note that aproximate damage increase. And this was even more evident in the skill Tooltip. If lunge did 200 direct damage, and 120 bleed damage, after putting in all the basic skill damage gems the numbers would up to 350 and 210 bleed damage. I'm pretty sure that Close, vulnerable and other stats would be added afterwards multiplicatively.
You completely left out overpower damage which is very important for the necromancer since they can get it consistently with blood surge and Rathma's vigor. It is kind of its own bucket. It's a bit different because overpower damage % stat only multiplies the part of the overpower damage from health and fortify and doesn't effect the weapon damage.
damage while healthy increases your attack stat, which is where your main stat increases as well.
and putting on damage while healthy, will directly make the damage while standing still aspect give you more damage and multiply off of it. So I think its actually just inaccurately labeled as + when its not
One question: is "Damage vs vulnerable" different from "Vulnerable damage"?
On my rogue I got all the skilltree nodes that increase damage vs vulnerable BUT my vulnerable damage stat doesn't change from 20%. I understand it may not add the one specific to bow but it doesn't make much sense for the other one.
I came here to ask the same question.
The legend, rendering while recording new videos! Keep it up!
What about passives and legend aspects that do "[x] % damage". Arey they individually multiplied or do they go into the same [x] -bucket together?
I have 3 questions about rogue:
1. Did you try Flurry build? Is it good enough in endgame?
2. What weapon are used when you use Puncture: swords or bow ?
3. How you manage to survive in endgame, is it hard? Had you problem with staying alive ?
What is the difference between "[X] % Damage" and "[+] % Damage"? How to distinguish them?
It's just gaming design for scaling your damage through multiple sources. Multiplicative damage is powerful and rarer than additive damage but you still need both in order to scale your dmg. How do you know if the % increase is additive or multiplicative ? Well you enable the extended tooltips option in the settings and closely look at the skills and also with the help from the community like this spreadsheet in the video.
How does the calculation work ? Its simple. First you have to be 100% sure if the dmg increase is additive [+] or multiplicative [×]. Then you add all the additive [+] numbers together. Example: 10% + 30% + 50% + 60% = 150%. This final number itself is a multiplier btw (1 + 0.1 + 0.3+ 0.5 + 0.6) = 2.5
Now you look at your multiplicative [x] % damage sources and simply multiply everything with each other. Lets take the same numbers like above: 10%, 30%, 50%, 60%. Its important to not add these numbers together like we did with the [+] numbers. You multiply them with each other because these are multiplicative [x]. 1.1 x 1.3 x 1.5 x 1.6 = 3,432.
Now we have calculated the multipliers from all the [+] and [x] numbers and need the base damage to apply these numbers on. Lets say our twisting blade does 100 base damage. Then you simply: 100 x 2.5 x 3,432 = 858. This means our Twisting blades do 858 dmg.
Now to understand the difference between the scaling between [+] % and [x] % lets go further.
You dropped 2 gloves. Glove A gives [+] 20% dmg and glove B gives [x] 20% dmg.
Glove A: Since this is additive you have to take our first calculation and add the new number: 10% + 30% + 50% + 60% +20% = 170% This means our new multiplier from all the [+] is (1+ 0.1 + 0.3 + 0.5 + 0.6 + 0.2) = 2.7
The multiplier from [x] hasn't changed and is still 3,432.
We take our made up base damage from twisting blades again and: 100 × 2.7 x 3.432 = 926,64.
Now Glove B. Since this is multiplicative the beauty is that we can take our already calculated number from Twisting Blades, which was 858 and simply multiply it with the [x] 20% and get: 858 x 1.2 = 1029,6.
We can clearly see that glove B adds more damage. About roughly ~11% more damage than glove A to be exact.
@@FluxFresh96Thx
So this kind of sucks in the fact that now it's: "Bigger number better ungu bunga" when evaluating gear and skills / paragon. Also, if your character can't keep vulnerable up as close to 100% then your character sucks. It's mandatory like slag in BL2.
What about "damage vs vulnerable" vs "vulnerable damage"?
All damage is additive , vuln is multiplicative, So always go for vuln then crit dmg
Good to get this resolved. I am a bit disappointed by the result, however. This removes a large part of the endgame character building complexity, that I thought would be super cool.
Blizz really should just have an icon to indicate multiplicative or additive. Would make it far easier to weigh up gear and make builds without all this hidden info. Depth is good but not when things work in inconsistent and unexpected ways ..
they do, it's just inaccurate. "[×]" & "[+]"
So Versus, While, With, and From are all the same bucket. Very interesting.
Yo! Nice to see you enjoy D4.
Eh, I guess I can skip the video now
was any testing done on overpower damage? its known to be based on fortify, but if we are talking about damage in the hundreds of thousands, a fortify value of your base life is only going to add a couple thousand in the endgame.
I REALLY want to play bleed/thorns barb. Raxx suggested not to play it anymore after the server slam but I wasn’t sure if he had his hands on end game info or not and was giving a big wink wink. I’m still going to try and play it and I’m really hoping that it’s viable.
I started a bleed barb during server slam and wasn't disappointed
Yeah Raxx answered me on stream yesterday and said endgame bleed/thorns will be viable. Was going to be my go to and will still be working to build it starting Thursday!!
@@chrismartin3462 awesome!
@@eroll2 sweet I’ll try and find it!
Watch rob2628 I think is his username. Lvl100 spin barb. Def is good
I'm really glad a bunch of damage is additive, gearing would be a nightmare looking for exactly one of each of these unique mutlipliers.
Instead you stop picking up gear at all unless you need gold. Lol.
Here’s the real question though. If you have say 3 of the (x)+ damage categories that are multiplicative…are they added amongst themselves or do they count as a multiplier on top of the base damage
A zero rng test dummy will be very nice for this sort of thing. WoW has it, I was really hoping they'd add it d4 too
so many youtubers would be out of job tho :D
Thanks for confirming this - much appreciated.
If this bucket is still in place it means that the rare glyphs that give % increased damage while X are the worst glyphs from the paragon board, because they fall into the additive bucket. I'm a werewolf druid main, and I tested with with our werewolf glyph that gives % increased damage while a werewolf. There did not not seem to be any increase in damage dealt with this rare glyph. In fact, I'm leaning towards it being worse than the blue glyph that gives a flat % crit damage increase.
The damage bucket calculations really forked up the paragon board which was supposed to be our largest source of increase in damage.
While explaining i can't get my eyes on the premiere pro app being done. so I will be expecting another video soon. keep it up wudi!
that's bad for the game, and makes it easier to build characters. But it saved me points for a full paragon board.
@wudijo, What about Damage while barrier is active. what bucket does it fall to? own multiplier?
This is a great video that really helps explain and break down the damage mechanics in the game, so thank you for posting this! One question though, where does Ultimate Skill Damage fall within these buckets? Is it part of the additive, or is it a separate one?
Damage to vulnurable is the same as vulnurable damage or it goes to upper bucket?
I hope he answers this.
there is just the condition vulnurable which is +20% dmg baseline, everthing else is dmg to vulnurable enemies and is additive so 20% + 10% + 5% = 35% dmg to vulnurable enemies
afaik from rykker, raxx and wudi
@@kyoukatsuariadust6744 Do you have a link where they say that? I have watched a ton of their content and have only seen it referred to as "multiplicative" but never actually explained.
+20% damage to vulnerable enemies could be:
1. Additive with the main +% damage bucket (the big one, with most other affixes). Wudijo seems to be saying it is not, and is just "Vulnerable Damage" and is in some way multiplicative.
2. Multiplicative with the base Vulnerable bonus (20%), so 20% x .2 = 4 so makes the Vulnerable bonus 24%.
3. Additive with the base Vulnerable bonus, so 20% + 20% = the Vulnerable bonus becomes 40%.
There are other stranger options, but those are the main 3. Would really love to know which one it is, in non-ambiguous terms.
Wudijo saying it is "multiplicative" probably rules out option 1, unless "vulnerable damage" isn't the same as "damage to vulnerable enemies", but the details matter.
@@socraticknowsnothing See many videos today. All that says vulnerable +% is additive... 20base + 5 +5 +5+ 10 +100(glyph) + 10
@@socraticknowsnothing See Rob2628, he beat a game to lvl100 and clear the hardest content. His Barb stack vulnerable to 455,1%, so he deals X5,551 multiplier to vulnerable enenmies
I will say as I was an avid pvper, if your potion heals you for 50% more HP than your enemy and there is a cooldown on your potion it is certainly a gigantic advantage in pvp if you don't have to sacrifice a huge amount of damage to obtain the increase. That is just my opinion.
where would you rank weapon dps in this? for example, if a Wep A has 10% more dps than Wep B, is this a bigger difference than having 10% more vuln?
shock lightning doesn’t need vulnerable at all so it’s not mandatory in this case
Great video. thanks for all the testing
Hey wudijo, any chance you can a video of your thoughts on Def needs in hardcore? Best ways to get good dmg reduction, such as just stack one form or if there is too much scaling with one Def stat
Thats a bummer cause it takes away quite a lot of depth from the game in my opinion.
Its just the usual Main Stat, Crit, ias type of thing now - with Vulnerable Damage on top of it.
I think it was awesome to have like 3 more buckets which really made you think about the builds pretty hard.
Unless I'm just unlucky there is no affix with a X in front of it. I think that X is just a placeholder for your actual percentage amount that the person used to make this sheet. 6:00
do you have advanced tooltips on? what class? most of mine say [x], passives as well.
I want to play a melee only necro and I’m not a longtime Diablo play so I don’t know how main stats affect classes. Does the intelligence affect necro period or does it affect things like spells rather the physical?
@@eroll2 thanx 😊
how does paragon non-physical damage fit in this?
Sorc's lack of access to the critical damage multiplier is the reason why their base skill damage needed to be high.
But for some reason we demanded it to be nerfed. Now what?
Also, how is overpower not a category by itself? I mean I'm happy it's not, I'm just curious if it actually behaves like a critical additive
Yeah, destruction glyph (core skill builds) and exploit glyph are mandatory for sorc builds. Mastery based builds won't be able to use destruction, though, but fire has access to crit damage passive.
This is an instance of balancing around endgame leading to bad balance while leveling, which led to everyone playing sorc and the "17 damage" druid meme. It's not good design to have both classes end at the same power level, but 90% of the journey to max level someone playing druid has a much worse experience than someone playing a sorc. If the change they made nerfs sorc in the end game too much then hopefully they can make other changes to compensate
Similarly with the Necro pets. They were terrible *end game* pre-nerf, and after Blizzard gutted them into the ground from whence they came, and then "buffed" them (LOL) slightly, they are still going to be garbage tier at level 100. Fantastic foresight they don't seem to have, and they've just been entirely reactionary to the whining crowd who also don't really know what pets were like late game, only how they were up to level 25...
Did I see correctly? I thought Barb has the least crit multiplier
@@johntan8343t's not the sources what matter, different means of Crit end up in the same multiplier (bucket)
It's the % what's important and apparently overpower is just another form of Crit.
This is why Sorc is fuck3d, she doesn't have access to OP, or significant critical damage via skills and on top of that Staffs and wands apparently DO NOT have crit modifiers 😱
Even if Barb didn't have a good skill based crit build, it wouldn't matter because their arsenal allows them to do anything they want and it will only get more and more powerful by season when new weapons are introduced.
Rogue is in a similar position with a semi-arsenal and tons of Crit.
While Druid gets their own version of crit via overpower and it's completely nuts.
Sorc is fun but meaningless, but at least it's not Necro (poor boy) 😅
And it's all OUR fault, we asked for this 🙃
So the yellows are additive? Appreciate the efforts with this. I still think it's mad they don't simply have it in the stat page, broken down stats with an indicating it's x or +.
the grey ones are the additive. Yellow is the crit dmg/chance increase bucket.
The tl:dr is to increase the first 2, then yellow and Vulnerable damage as much as possible. Increase attack speed if your build has no resource issues and then go for the grey ones that your build can keep online as much as possible for example "against burning enemies" is a very good one for sorcerers since you can have a 100% uptime on it.
Is it true that overpower doesn't scale with other multipliers but just willpower, HP and fortify? It sounds so that it's getting weaker with higher level.
ya coming out of Macro's Necro vid and this is a top priority for me. if overpower is an entirely separate system the blood builds are dead at endgame.
Isn't crit damage also conditional? If you don't crit than that multiplier is useless yeah?
What about overpower damage ? own bucket ?
Wasn't tested.
hi there I want to swap out one aspect for avalanche, which one is least effective? aspect of control/ edgemaster/ conceited? Are they all overall multipliers? I believe control is most effective from the docs attched in the description. Say I have full mana with a barrier active and enemy are frozen. My damage would be *1.2*1.25*1.35 compared with otherwise. Am I correct?
No you're wrong
where does overpower fit into this scheme? is it its own bucket like crit? else are overpower #s only ever additive?
added as flat at the end. it's bad
what about damage vs vulnerable? is this is a multiplier or is it just increased vulnerable damage that is the multiplier?
I think it just gets added to the vulnerable multiplier of 20% extra damage
Would be an understatement to say that my brain is frying, but time to learn this
I’m actually glad it’s not too complex.
Well, it makes the entire system a sham. It makes it look complex, but in the end it's the same as it ever was: main stat, crit chance, crit damage, vulnerable...yawn.
@@Neonmirrorblack yep, pretty much ruins it
Thank you Wudijo!
Do we know if there is a snapshot dot mechanic? For example, let's say we have a damage bonus on healthy enemies, and we applied bleed/poison on them. Does the damage bonus calculated per tick, or from initial hit? (let's say we deal 100 poison damage per second on healthy enemies, if they go below healthy bar, is the poison dot that was applied earlier will stay at 100 or lose its damage bonus?)
I assume that if it works the same way as dot works on dodge chance, than dot damage should snapshot when the hit itself occurs.
Also wondering the same thing
True, damage vs CC is a waste in the current state of the game.
Bosses go down before they can even be staggered.
I was going for the staggering Sorc, but what's the point?
If you are not a Barb or a Rogue, you are dead weigh in a world boss fight, specially in Tier 3 & 4.
How can this be addressed?
Not exactly true. Other classes can still contribute significant damage. Necro for example, slows and makes enemies vulnerable 100% of the time. This frees up any skill you may have been running for vulnerability. Necro also brings debuff damage mitigation with curse. Possibly allowing you to drop a defensive skill for something more offensive.
I like the facial expressions you make in all your thumbnails
So then is something like the Druids passive natures reach pretty useless later on? Does that skill also just add into the Damage from/vs bucket?
Absolutely not, it has an [x] next to it.
Your discord link in description does not appear to be valid anymore, I just tried it.
Is overpowered damage a multiplier? I see it on 2h maces for druid but nowhere on your sheet.
The overpower damage bonuses only scale with Health and Fortify, not the base damage
So actually u can expect overpower underperforming lategame 🤔
Is that the Lilith edition Secret Lab's chair I see?
What is difference between [X] % damage and [+] % Damage?
Aspects were the reference for [X] % damage. So like, "Deal 20% increased damage with core skills" as a legendary aspect would be a multiplier.
Very enlightning, thanks
5 buckets to multiply eachother. I just hope that the numbers don't scale into the billions because adding more zeros to the damage numbers gets kinda stupid after awhile.
How about they do the math to convert to damage into a percent of the enemies' health? That way, people can stop complaining about numbers that are too big.
@@exisfohdr3904 Or they can just disable the numbers showing in the options menu
What about damage from? You didn't test any damage from bonuses, like "damage from dodging".
In one of his video, he mentioned a lexicon for beginners, does anyone know the link?
are rare and magic paragon nodes that give %dmg their own bucket or do they go in grey category bucket ?
grey
Any chance you know how sorceress legendary node “enchantment” works being 20% stronger enchantments and how that applies to skills with no damage? For instance Ice blades (40 sec cooldown spent to spawn ice blade). Would it be 20% reduction in cooldown?
I've wondered this too
imho its pretty bad that berserking just is one of thousand additive dmg modifiers imho ... a class defining ability shouldnt work like that
It pleases me to know the D2 legacy of the LCS is being carried forth into the next generation.
What about overpower? Is it in different bucket?
"Overpower is not a multiplier. Overpower just adds some damage on top of your hit".
- Maxroll
I think that means it's not in any bucket.
so what happens when it doesnt show + or x before the number?
basically one huge bucket there is to give you a sense of variety but its not
Berserking is a multiplier.
Thank you for this
Can you go over PvP. Rob2628 hit 7 billion. Does this mean that PvP will be nothing but ranged classes. And the first to land will win. 99% of 7 billion is 6.9 billion and some change. Leaving 70 million leftover. Players only have 10k health at most at level 100. Are we missing something?
Nope, you're not missing anything. PvP will be one shots at endgame.
What about overpower?
This discovery killed some of the hype for me. I liked the other version of it much better, it gave the game so much more depth and diversity, not wanting to invest too much into a single stat and finding the right balance to maximize ur multipliers across the buckets... So disappointing
It still has a few "buckets" though yea there are still some thing like vulnerable forcing some specific glyph/paragon board choices unfortunately. Also "crit damage" sitting all alone and being locked to some very specific things depending on the class. :(
Does this mean that all those types of Critical Strike damage sources are multiplicative? Say, CS Damage and CS Damage vs Vulnerable. Do both increaase the damage multiplicatively when CS-ing a Vulnerable enemy? What if they're CCed, Vulnerable and you strike them with a Core skill? That's four different xXX to damage, is it not? Just want to make sure I understand it correctly.
Crit damage is just a conditional bucket of it's own. Any modifier to crit damage would apply to a crit. Those modifiers would be additive together, and multiplicative to other buckets.
Conditional sources of crit damage would apply (and feed into the additive crit damage bucket) when the conditions are met.
@@Blickter So all crit damage (vs stunned, with core, etc.) are additive in the crit group but the whole crit group is multiplicative to other buckets. Do I understand it correctly now?
@@dzzzzzt Yeah that's right. Just remember that crit is a conditional multiplier itself (unless you have 100% crit chance).
So when you crit, damage is multiplied by the cumulative crit multiplier. Within that bucket, everything is additive.
@@Blickter I got it. Thank you for the explanation!!!
Did you find a shako?!?
Thanks!
wudijo- Would a lot of CC damage on a boss help trigger stagger? So a build focused on stuns, or freezing is not great for boss fights?
yes and yes
Is Storm Skill Damage% Additive or Multiplicative? Thanks!
additive within that huge bucket.
its probably bad depending on the piece of gear
does anyone know if the sorcer aspect that gives increased vuln dmg while you have a barriar up count as the flat vuln dmg or does it go into the same bucket as the other while heathy type bucket because its really hard for me to tell
Pretty sure the conceited aspect is bugged
So glyph choices really just come down to crit damage and vulnerability damage plus whatever else gives you the highest non-conditional additive damage numbers? That seems kind of boring…
I am getting an expired error on the discord link. Is this a me problem?
Just like in my magic the gathering deck builds/in my dating life: if it’s too conditional it’s probably not good
potion healing is very valuable in PvP where cooldown of potions are higher.
Wow! Ty
Is this sheet available anywhere?
It's in the Description: docs.google.com/spreadsheets/d/1Om18GXa0BU7_hjLEKPt2915eWencDtR-SNS9WnVTEcs/htmlview#gid=0
Make an updated chain lightning end game build plz !
This sheet doesn’t include overpower though. Is that additive or multiplicative?
added at the end as flat damage....so it's probably worthless.
yay i added 10k damage at the end of a 3 million hit
easy to "freeze" a boss with shards/barrier sorc
So every BiS item will have main stat, attack speed, cc and crit damage. Diablo 3.5
No, it will also include vulnerable damage.
where does overpower fit into this?
It's seemingly unaffected by most or any of these and just its own little bonus
This is wonderful news. The excessive mass multi-bucket dip meta based on the old theories would've made build diversity so much less practical and fun.
Avoiding conditionals is not end all be all advice. Obviously it all depends on the size of the benefits you're getting, and your access to that conditional. 20% Damage while healthy is going to be more valuable to me than 5% flat, since I can play and build around optimizing the uptime on that 20%. There will be situations where I don't get access to the 5% for sure, but the majority of the time I will be doing more dps, so it is better. Of course, if you're comparing 5% flat to 8% damage while healthy, the flat is better.
The amount of hours as a druid to calculate where to put what and how much, I am pissed that it went to waste :D
Same I think the bucket system had been dumbed down too much. I was excited to choose my paragons based on dmg bucket diversity...
it's not really a waste because all those hours made you more familiar with the different paragon boards, glyphs, etc. that will help when making future builds
Owerpover - LuL
Why can’t blizzard just release the information? Are this kind of stuff usually kept secret??
This kind of stuff is part of the experience: learning what does what on your own.
Are you Canadian...?
I think it's better in the end, people will have been forced to go for weird multiplayers, instead it's just all the same except vulnerable
bruh im gonna have to watch this shit like 5 times. water on a ducks back🤣