Apparently We're ALL Wrong About Damage in Diablo 4 | Disproving this Myth Once and For All!
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- Опубліковано 31 лип 2024
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00:00 Introduction
01:48 What Does Their Video Say?
03:30 The Stat Sheet Lies
06:00 Proving the Video Wrong
#diablo4 #d4 #d4seasonstart #d4patch #diablo4build #d4beta #necromancer #sorceress #druid #rogue #barbarian #d4necromancer #d4sorceress #d4druid #d4rogue #d4barbarian #diablo4necromancer #diablo4sorceress #diablo4druid #diablo4rogue #diablo4barbarian #lillith #diablo4lillith #d4lillith - Ігри
The video's creator has since removed their video and put up a new response with an apology. Kudos to them, I've been in a similar situation and it can be rough when something you believed, turned out to be wrong.
props to both of you. if i hadn't already subbed, i'd sub on the basis of the tenor of this exchange.
This is how we find REAL truth, as in any scientific/math discussion. We check, ,check again and always keep our eyes and minds open. Well done guys.
edit: got a sub from me
Kudos for the (mostly) mature approach! Good way to handle a disagreement!
New ARPG players actually believing character sheets, a tale as old as time.
Character sheets should not be in the game if it’s a blatant lie. Blizzard seems to be full of scumbags. Time to drain that swamp.
Like Attack power. It just takes into consideration what's permanent and say in the tooltip it doesn't include all the situational stuff like lots of glyphs. And explicitly tell people it's just a very crude way of showing the real power.
i couldn't understand why all this stuff was going wrong for me even in D3 until i realized, oooohhh, the character sheet is bullsh*t! it didn't make me a good player, but i got a LOT more successful in the game.
Pretty sure I'd rather somebody crack the code for how to get stygian stones to fucking drop.
hard agree
Last time I found a stone was when I cleared Pit 66 during sundown in exactly 6:66min 🤔
@@flowqi212 Last time I found one was from Iron Wolves rep. >_>
@tek512 there was one guy on Reddit who did 500h Pit and if I remember correctly I think he got 6 stygian stones 🙈.
I found 2 or 3 in the Pit in the entire span of season 4 so far. Maybe the patch will fix it today ^^.
@@flowqi212 how do you get 66 seconds? Wouldn't that just be 7.06min?
I'm glad you covered and clarified this, AND that you were not sarcastic. I think that guy was sincere in making a PSA, however, it was incorrect.
Thanks for the hard math, now my dumb ass is going to go and hold the A button to go brrrrrrrrrrrr 😎😂
Core skills goes BRRRR
this is what the abject abyssal misery that is trying to play a sorc this season does to a mfer
“Caus everything in this game is bugged” 💀
This video reminds me of something that was said during a Lean Six Sigma Green Belt class I was taking. "In God we trust, everyone else, bring your data". And that's what you do, you bring the data so you can show your work. It's awesome and I appreciate it. Keep up the good work.
Saw this guys video by chance and I thought no way was his calculations correct. Thanks for making it clear
that guy only plays sorc, and since sorc is bugged and he relies on tooltip, (and I think he only tested the broken sorc vuln damage) he got baited... i cant believe he went so far to say everyone else was wrong, though. Ton of people on reddit/forums still believe this local damage bucket, too, for stuff like devouring blaze. I get downvoted all the time trying to correct people.
Why is vulnerable damage broken just for sorcs, that's what's confusing to me
@@eagleotto2527 because the class been neglected both in balance and bug fixes. None of the devs play sorc, and if you watch the campfire chats, they are "terrified" (their words) of buffing sorc.
@@esvbanARPGs sorc has no vulnerable damage and yet clears pit just fine. I'd be scared too
@@nickrobinson5715 clears 20 tiers lower and takes twice as long than everyone else is fine, sure.
@@nickrobinson5715 I don't know that I'd call it clearing pits just fine. It is lagging behind everybody else. Sorc is basically a burning dumpster being carried out to sea by flood waters.
Thanks for clearing up this confusion. I am looking forward to your videos about the Aphotic and DoT damage bugs!
I spent far too long staring at Formula 2 trying to understand what thought process created that math.
Solid video Mac, I've been following for a while and when I started I realized something about you quickly. You'd rather be wrong and closer to the truth when you find out than sit on ego. It's a great trait to have and I'm grateful for you continuing to help abolish ignorance about dmg and our class mechs. Stay encouraged!
Yes. Subscribed, and liked video. I actually watched the video before it was taken down. Mind blown. Great work my man.
Liked it and Subbed, thx for clarifying
thank you for clarifying this, saw that other guys video and was kinda bummed out lol
Crit bonus damage: 50% multiplicative, and then all other crit bonus damage is "additive", going into the "additive pool". This is what I got from having watched your video breaking down how damage is calculated. So the "Diff" should naturally be higher than 1.5, as long as you have additional "additive" crit bonus damage (which you have from the Essence glyph).
Right, he should have shown the numbers with some bonus critical damage to prove the point.
Yeah I feel the take away here is crit is only good for 50% no matter how high you have, but that doesn’t seem right. I must have misunderstood something.
@@stevewiley3832 That's correct, there's no point in taking crit damage, they changed this awhile ago when they did the damage rework. Because everyone was focusing on crit/vuln damage too much. So now it's just a flat 50% multiplier if you crit and the damage just gets added to the normal bucket when you crit, so basically now it's just conditional damage.
i needed this video. Thanks!
Thank you for all the great tips, guides & builds :)
Hey thanks for doing the testing and the math. You are really really helping and i just want to let you know i appreciate your work.
One question... How do we know that the numbers which show on the screen are the actual damage don't to the enemy?
We don't but there's no reason to believe otherwise. Also it wouldn't effect anything. I see this concept bubbling up and you just have to ask the question "If it's not the real number, but we all are the same wrong number, can I change that?" And you realize it is of no consequence.
I would love to know what is better for my non bleed bash barb. I used to roll damage to close enemies, and now I used rogue to replace those rolls with crit damage. I feel a ton weaker now. Is there a reason for that. I do not have damage numbers to prove it though.
This is all good and all but what about the rumors that some of Sorc's aspects and glyphs aren't working properly, resulting in lower damage than intended? Is it true? Would love you to make a video testing it and showing your conclusion.
Always keeping it real by bringing the data. Thanks!
It would be wonderful if we had this video based around thorns damages.
Thank you for your work once more
Im already subscribed 😉. But this video is exactly the reason why!! Thx for clarification!
I'm pretty new to Diablo, only first started playing when it came to gamepass and I've not played a Diablo before this. I don't know the shortest way to explain the question(s) I currently have that puzzle me the most but I will try my best and apologies in advance for a very large comment lol. The thing that has plagued me the most currently is a combination of 2 things. Those being attack power and damage numbers (mainly which is better out of outright "+damage" vs "+damage to close) but in general I'm seeking clarification and this video so far is the only one that helped even remotely. I see the discourse that it's hard to trust what you see in game etc etc, but I'm currently playing Barb and I'm in the 70s level wise, specifically the bash/cleave build and to start my actual line of questioning.....say for example you temper a weapon, and you obviously can get either raw damage added or damage to close and the range for damage to close is much higher, yet damage to close doesn't show my attack power go up or my bash skill numbers when I inspect my character, and raw damage makes both go up. Does that mean damage vs close is useless? Is the game's coding for things just weird and bad that way? Which one is better? Etc, etc...heavily appreciate anyone who took the time to read and/or respond to this and sorry again for wall-o-text
Attack power is not real and doesn't actually relate to any damage calculation in the game. You can completely ignore it and shouldnt use it to measure if a build is stronger.
All additive damage is equally valuable, you just need to determine which you can apply the most often and get the highest number of that. If you have 50% chance to crit you basically only get 50% of +crit damage on gear. Etc etc.
@@MacroBioBoi very good to know, thank you for reading and replying! It's been a little confusing and frustrating as I get further toward the end game and trying to really figure out what is good or at least how to optimize etc
Thank you for testing and explanation. Can you clarify how they changed the vulnerable damage calculation couple seasons ago? Some top players complained that stack vulnerable damage is bad mechanic so blizzard changed but not exactly sure how it changed.
The exact same as critical strike damage.
Amazing breakdown, thank you!
I say this often but thank you again for the objectivity Macro! I’m playing your blight build and it’s still my favourite necro playstyle since S2.
Edit: been testing your remark on damage scaling with DOT. I’m testing specifically how aspects that describe flat damage gain (25% increased damage with a shield for example). It’s bugged but if it’s there and it works why not use it. I wish the devs could get all classes to perform as intended.
So what is better on necromancer
What i wanna know is if %damage is better than the main primary stat for classes or if the primary stat is better for dps cause ill see meta builds and look at the affixes on items and itll show dex for rogues or int for sorcs but i noticed i get higher atk power by putting the %damage affix on my gear idk whats right or wrong
The attack power in the stat sheet is decieving. I believe its an average. I know for sure that every 10 points in your main stat is a x1% multiplicative scaler to your skills. So 100 dex gives you x10 multiplicative damage boost to your skills.
This is what I learnt on tempering and with a mind to play alts. Ignore class specific skill damage multipliers. Waste of money and usually have up to 5-6 stats to roll on to get that one particular stat you want, so many bricked items. I roll my damage multipliers on Offensive "Natural" there are only 4 possible outcomes, each beneficial to nearly all classes. Two specific to wether you play melee or ranged. These will stack on weapons, gloves and jewellery. They will work on any of your damage output skills. Most of us are playing 2-4 damage skills. They are a little bit less than the class skill specific ones, but are far more versatile.
I was just asking Ava about the Aphotic thing possibly being a bug, good to know.
so adding crit damage is better on gear than +damage?
You got my Sub mate, nice job, where are most of your builds thanks any links to a site?
Maxroll.gg
I may have misunderstood his video as I thought the point he was actually trying to make was not that multiplicative damage for critical damage and vulnerable does not exceed the 50% and 20%, but more that if heavily invested into multiplicative specific damage like vulnerable then when picking vulnerable damage it results in the highest form of additive damage only if your other passive and aspects and paragon nodes give a high enough multiplier
Neither of those statements are true, regardless. If you crit, you increase your total damage by a final 1.5 multiplier and you add your crit additive to your additive bucket. Their video posits that this is wrong.
@goldsharkwow1231 neither is better, it just depends on what you apply the most often, and any build that doesn't do DoT damage wants to apply crit and vuln
you, Sir, have indeed deserved my following. I love maths almost as much as I love collected data to scientifically support claims.
i have a question if you dont mind answering, i been playing and auto attack rogue and i have marksman damage and regular damage modifiers that i can add and idk which one is better cause its hard to tell as im hitting things. im assuming they both go into additive and that either one is fine since im only using marksman skills anyway
Whichever is higher, which you apply more often
hey Mac! First - long time follower and appreciate your breakdowns of information (because Math sucks for me.) Aside from the broad statement of the other guy, can I ask a question about the baseline TLDR he mentioned in the end of the video. From how I understood it, if you have the option in tempering or enchanting, you should go with Crit Damage or Vulnerable Dmg as an option, depending on what your skills aim to do. So Flurry Rogue (going to die on that hill) I'm using Shadow Imbuement and that makes things Vulnerable. I had previously Tempered/Chanted Cutthroat DMG or DMG to Close which I believe I understand is additive. Should I not remove those and just increase the Vulnerable DMG since it's a global multiplier?
Again the maths and I are not friends, but I was looking for that baseline to know easily what I should ultimately look for. If memory serves, Season 1 and 2 essentially said get a multiplier over the damage on Tuesdays.
All additive damage is just that, additive. You may have skills or Paragon that modify damage based on how much additive you have, but as a baseline, you should add as much additive damage as possible, that's the easiest for you to apply. If you have 100% uptime on vulnerable and 50% crit chance, vulnerable damage is twice as effective on your build.
I picked a weird day to come back to D4
XD welcome back Snow!
So is Storm Swell aspect bugged or not, been such a roller-coaster of emotions this season as a sorc that is only barely paying attention.
So if you have +100 additive crit damage, does that damage scale off the actual crit damage dealt or does it scale off the base damage dealt and then its critted?
It's just added to the additive bucket. It doesn't have any special interactions.
base damage + crit
So is Grandfather similar? Does it affect your crit dmg bonuses at all or is it just a straight 2x dmg multiplier when you crit?
Grandfather says if you crit, gain a 2x multiplier.
Great video
Could you explain why adding 50% crit damage increases my crit damage by 75% on the maxroll planner? Is that the generic 50% being applied?
The character stat sheet multiplies your crit damage by your available crit multipliers.
thank very much, i was about to be baited by that video a few minutes ago as i thought i understood it as you described, but the guy seemed pretty convincing.
@macrobioboi Thanks for the video! I was honestly a bit irritated while watching it yesterday so props for handling it so respectfully!
As someone, who has no immediate interest in getting a Ph.D in D4 theory crafting, could someone please provide a list of 'known knowledgeable' creators or channels, who are generally considered able to create workable and optimized builds for the various classes, please?
I subscribed to the like button, as requested.
Thank god you made this video, I'm so frustrated that people just keep spewing this nonsense without actually testing it.
hello macro, thanks for the video, was wondering if you could explain how exactly does the grandfather work. thanks again.
Doubles your damage if you crit.
I keep having questions.
If these are my stats:
Dexterity: 701
Vulnerable dmg bonus: 171,20%
all damage: 107%
weapon dmg ranges: 2554-3830
skill %: 34%
The damage if I hit a vulnerble damage is average 8378?
weapon base damage x skill % x dexterity x (additive bucket) x vuln 1.2?
3192 x 0.34 x 1.701 x 3.782 x 1.2?
8378 +-?
This is one of the stranger way on how they add/multiplicate critical damage multiplier.
The base x50% damage is flat damage additive value whose value depends on your base damage (combination of all your damage both additive and multiplicative) which basically means your inherent critical damage multipliiier = base damage x 1.5, easily understandable. There are lotf of games which use inherent critical damage multiplier and usually at 50% but any other additional critical damage multiplier bonus are added directly from 50%, say I have 80% additional critical damage that would means 50+80= 130% critical damage multiplier.
What I do not understand is when you have additional critical damage multiplier instead of adding that to the base 50%, it is multiplied with 1.5 and then the base 50% is added. For example say I have 80% additional critical damage modifier from other sources, seemingly my total critical damage multiplier should be 50+80 = 130% but instead its (80x1.5)+50= 120+50, = 170%.
Where did the 1.5 multiplier comes from? Why did they add that extra multiplier? Is it to buff damage? Is the tooltip wrong? I guess only the developer could answer.
Devs said there are only one bucket of additive increased damage. Everything else with X% is a stand alone multiplier if conditions are met. They should improve the descriptions though. A guy i talked with thought X% increased damage while critting was additive with critical damage. Its not. The condition is that you need to crit, but it actually have nothing to with critting. Its a stand alone multiplier that activate if you happen to crit.
I was always calculating crit as
550% Crit Damage
(BaseDamage + (BaseDamage * (CritDamage - 50)/100))) * 1.5
(100 + (100 * 5)) * 1.5
CritDamage could be the additive damage bucket, this example is just for crit only though
So 100 base damage with 550% crit = 900 Damage
but kinda makes sense that you naturally get 50% crit, so all the crit damage you get is just additive on top so it turns into:
(BaseDamage + (BaseDamage * (CritDamage/100))) * 1.5
(100 + (100*5.5))*1.5 = 925 damage
You made this shit way too complicated brother.
Say 100 base damage. Normal hit = 100 damage.
Base crit damage (as in 0 added crit damage from gear 0 paragon) = a 50% damage boost. This means the default effect of a critical strike is 150% damage.
100 base damage with no crit = 100 * 150% = 100 * (150/100) = 150 damage.
If you had 550% ADDED crit damage, your TOTAL crit damage would be 550 (added amount) + 50(base "default" amount) = 600%. So your damage would be:
100 * 600% = 100* (600/100) = 600.
Hey Macro. Does Crit Dmg NOT get inherited to minions? What should be stacked on rings and gloves?
It does
@@MacroBioBoi so using grasping veins counts to minions CD?
@@CalebW451 crit chance, yes. They don't get the damage boost.
where can we find your builds?
Maxroll.gg
Blizzard is to blame, wrong character sheets & no dps meter...
and no damage log - so we could identify how damage works and can find bugs easily (or Blizzard can)
OK but we see, if we had DPS meters people would just copy the best builds instead of doing what they do now - copy the best builds .
/s
I don't like the idea to have a dps meter in general but in the training grounds it would be great. Sometimes you just can't tell if it's stronger or weaker when you change something.
great video, but might be even better to show with/without using the Essence, and see how much improvement given your base damage is much higher than the crit damage. anyway, subscribed
So if they're global multipliers does that mean I should not try to e.g. raise my crit dmg from 500 to 550 but rather increase my vulnerable dmg from 0 to 50 assuming all enemies are vulnerable? So generally do not put all your eggs in one basket?
Nope. Put every egg into the basket you apply the most often.
Already subscribed, but liked and commented just because your math be math’n and I appreciate the effort you put into it
Can you break it down to stupid terms for me. Lets pretend i have 100% crit chance and i am always close.
If i had to choose between identical rolls of lets say 100% crit damage, close damage or just damage, so on so forth for any other conditional damage. The output would be the same as long as the condition is met? Other than bugs, of course.
Reason I ask is because it's difficult for me to figure out in the game, and i see things like heavy-handed passive on barb (15%x crit damage) or grandfather inflate the crit damage on stat sheet. Then you have things like blood rage, inner calm, or any other effect that states it increases damage by 0x inflates your all damage number on stat sheet.
Are these inflated numbers accurate in that adding 100% additive when i am under the effect of something that is a 30%x does indeed add more than the 100%?
I hope all that makes sense. I am trying to min max my gear and just really curious about how all the math works. I know the attack power is a bait. Is it just as simple as choose which ever additive roll is the highest as long as i can met that condition or do these multipliers matter when stacking additive damage.
Thank you in advance.
Yes, if you have 100% uptime of the mechanic in question, you get 100% of the damage it offers, so you should always pick the biggest number.
Thank you. That character screen is a train wreck. I replaced a ring with +dmg with another with crit chance and crit damage and my "sheet damage" went way down.
Little suggestion: if you show calculations in Excel please limit the digits, 23267.28365383 average makes no sense. 23267 would be correct.
So what’s better on a weapon crit damage or flat damage?
Depends on your build. But it's not flat damage, it's generic damage.
Probably too late for you to read a comment but anyway. Sorcs are still seeing weirdness with vuln multipliers like Frigid Fate legendary node and Storm Swell aspect. Both of these indicate a 30%[x] but dummy testing shows they are closer to half that or 15%[x]. Pezradar at Blizzard said the team tested and everything is working as intended but testing shows it clearly is not. Lurkin has been trying to explain to the community but no one has solved what is going on. Do you have any thoughts?
My understanding is northwar has also tested things and found bugs. I'm not a sorc player though.
Sorcere is bugged. Vulnerable is not getting the full 30 percent and aspects like storm swell and ice blades are broken. I expect it to be fixed once some of the devs finish playing elden ring.
This is like Scott Steiner Math lol
Simple question. I saw your old video. And wanted to ask in your opinion is it better to pick damage, or crit damage? Crit damage usually has a 2 to 1 stat distribution. So 100 crit damage or 50 damage. Now because the chance to crit must be build up I feel increasing you damage is better. That is my understanding of your video. I have watched both of yours and realize you used crit as having 100 percent up time so I just want to make sure I understand.
Take your crit chance and multiply it by your crit damage number. If it's bigger than the "Damage" number, it's better to pick crit. If not, it's better to pick "Damage". Ex: 80% chance to crit means you expect to gain 80% of a critical damage bonus. 100 crit damage is worth 80 "Damage".
The things that really perplexed me in the other video (which I commented) are a lack of testing (everyone can say "oh believe me I've tested this stuff) and the fact that avoiding people from using ONLY Vuln Damage or ONLY Crit Damage on every slot was exactly the reason why Blizzard changed the calculations before S3. Thanks for providing proof
I had 530 vuln dmg ,as well as damagee % on every item possible and 47% crit on my sorc,and my Ice Shards were doing 40 k crits.
then your base damage sucks and/or lacking other multipliers
Critting is a 1.5 modifier but does the incorrectly modified tooltip damage actually add that inflated number?
Nope.
i like, so i sub, and thank you for all the math!
Does anyone know if FRENZIED DEAD is even working? The stat page minion AS stays the same even tho like the aspect isn’t working.
Yes it works. Your minions get a buff, you don't gain stats.
So they couldn't even display correct critical damage sum in character sheet? I always trusted that number as I thought there's no way they could display a simple addition incorrectly...
Your info on the damage calculations made me drop Crit dmg, and opt in for more Vuln damage for my Puncture build.
But stlll use Crit Chance a source of extra damage, due to the x0.5 global multiplier. It's quite nice.
I do have a question, so when getting additional sources of Crit Damage multiplier. Such as say the Rogue's Deadly Ambush legendary node which is x0.22 Crit Dmg to enemies affected by trap skills, does this mean a crit would now multiply by (Base x 0.72) would it be (Base x 0.50) x 0.22) Or would it be (Base x 0.50) + (additive Crit DMG x 0.22)?
I assume it's the first one, that it being the same multiplier means it just stacks that.
It's a new multiplier entirely unless otherwise stated.
Im still confused, what would be a better for gear, +90% flat damage or +90%crit damage
If you have 100% chance to crit, they're the same thing.
Thx for that, I liked and subscribed, could you please show me or tell me where that training dummy is?
Kyovashad, top right
I was literally just thinking about, what if I go with zero crit strike chance and damage and focus on other damages.
well, what the formula is then? lets say i have 400% all dmg and 300% crit dmg and i have 30%(x) crit dmg from druid boons and 30%(x) from envenom, my crit chance is lets say 60%, is better stack +100% crit dmg or +100% all dmg,
are we sure that our aditive crit dmg bonus is not yet alone multiplied by our %(x) crit multipliers? u havent tested it in the video..
i tested and calculated it - >if i have 500% all dmg and 100% crit dmg, i do like 3x crit dmg with 30% evenom and 30% crit dmg boon, if i add crit dmg stat to 270% i do like 3,6x crit, it doesnt make sense, im increasing my aditive dmg percents in crits by 30% percent and actual dmg in crit is higher only by 20%
Damnit Mac... i am already subscribed... Theres no more subscribe buttons!
Is there a video that lays out vuln damage vs crit damage? Some classes can stack one higher than the other, but vuln has a base of 20%. Then you get all that additive damage, but is it just additive on how we think?
There isn't a VS here. The answer is always "Which additive damage can you apply more often".
Serious question: Why don't the devs literally just publish how they code the calculations for damage? Literally just publish those formulas. Doesn't seem right that we have to do all this lab work to reverse engineer the mechanics.
They dont know themself. Raxxanterax made a vid in S2 where Blizz explained how their numbers work. Watch that Video and you understand EVERYTHING about Blizz and their numbersgame.... ☠️😂
Dude, it's Microsoft, really you questioning this?
@@alopradocaismh Microsoft isnt the games developer...
I mean maybe I missed something but when they changed crit dmg to no longer be a multiplier this is exactly how they said it worked. The crit dmg tool tip in the game is just wrong
im understandand nothingh ... kritchance and crit damage works all of the time ... and vulnable works on the top for what ever 3-5 sec sometimes ? or not ?
This kinda sheds a light on why sorc (or my sorc anyway) damage doesn't seem to be where it should be. I have 560% crit damage and 430%vulnerable damage with a frozen orb build. Everything in the screen is always vulnerable and with a crit chance of 40% crits are often landed; however, the damage seems extremely low for those numbers.
From what I gather is, instead of stacking crit and vulnerable to this degree, perhaps it's better to start looking at all damage, damage to close, frozen, distant etc. or even cold damage.
then what, i should throw away my willpower on druid and just get crit damage stats ?
I still have no idea how to stack or prioritize affixes, I appreciate your hard work though after watching all three vids on damage calculation. I wish there was a summary at the end to say.. so after the moderate mind number match class :) .. but very detailed and I am sure accurate, after all this.. would be nice to see something more like you need to do X thing.. Example here.. of gear with bad balance or use of multipliers ..result is or here is example of good gear with right multipliers and what it looks like in the game not just in a google sheet .. aim for something like this.
I just have two questions if it's not a problem. I'm sure you have answered this already, but please bear with me! Thanks in advance if you have the time to answer.
1) It seems like all multiplicative ("x") damage is added together and used as a single separate multiplier, is that true? So having 2 50% pieces of multiplicative damage will give me 2x damage, not 2.25? This shouldn't change too much in terms of optimization, as the "multiplicative bucket" (a bit of a contradiction in terms imo) is always relatively small compared to the additive one, so it doesn't really make sense to choose an additive multiplier over a multiplicative one, but this means that getting an aspect that makes your gameplay more comfortable instead of just adding 20% to a bucket that already has, say, 150%, is not that big of a hit.
2) For critical and vulnerable, they get a 1.5 and 1.2 multiplier, and then the number I see on the character sheet gets decreased by 50% and 20% respectively and added to the additive bucket, this 50% doesn't get added twice, right? (Not really that important, just to be sure.)
1. Not at all. They're all new multipliers.
2. No. You get the respective multiplier and the number at the bottom of the tooltip "Critical strike damage from items and Paragon" gets added to your additive bucket.
@@MacroBioBoi Thank you!
Does this mean you have to change your Maxroll Bone Spirit build?
Not at all.
Could have sworn I was subbed to you since s1 but your shameless sub plug made me laugh and look. Well done sir glad to see you're still at it!
Thx for clicking the button!
I went to subscribe and it turns out I already did. Anyway thanks for the explanations!
Earlier I had my Frozen Orbs Sorc build running 763.5% critical damage. Is that good? Lol 😅
before i watched the whole video, i wanna write down how i would have calculated. i would have multiplied by 1.5, but would have taken the other 50% crit hit damage and added it to the additive bucket, so 100 times 950 times 1.5... lets see if i am right.
So 50% crit dam or 50% damage or 50% vuln dmg or 50% dmg to close… which is the best in the end?
Depends on what you apply the most
@@MacroBioBoi If they all apply which is better ? on a normal scenario so if I have 50% crit chance, so 50% crit dmg is technically only 25% dmg increase. 50% dmg and 50% to close is 100% up time. But this is base dmg right ? 50% vuln dmg is technically 60% dmg increase right ?
At this point my procrastination paid off
I gave ya a like just for the effort alone
Even though this is not a necromancer video, I still like it.
If the earth is round then how come critical strike damage is like this?
XD
A dps meter in game would solve all this. Maybe season 5
To be honest , I think that the elixer in the game totally fucks over a few classes, where necro can one shot all ( its the elixer) and sorc its like tickling
Imagine if we find out damage numbers were bugged all this time... Don't know what to believe now😂