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Nov 20 2015 12:12pm
Hey, guys.

I've poked around a bit and found that, while some information is out there, historical changes make for some conflict. So, I was hoping someone could answer questions about the damage contribution from attribute points.

I understand that strength and dex contributions depend on the weapon type, but I'm not 100% clear on how much. Unfortunately, there is a clear lack of updates to the official information section, so I'm not sure the info there is even a good place to start.

Do we know how much str & dex adds to each weapon type?
Do we know how much int adds to spells? Is it the same for all spells?
Do we know base crit chances?
Do we know the crit multiplier?
Are crit chances & multiplier the same for weapons and spells?

I can play around with some gear to get rough numbers for some of this, but I don't really have enough different gear to allow for a robust analysis. And, for things like crits, I have no good way of testing. There are a ton of other mods that may be worth looking at, too, but these seem to be the main ones.

I appreciate any info on this stuff. If you do post any info, please include the date the info was compiled, if possible. That way, if we have conflicting info, we can go with the most recent.

I'm including a link to a Google Sheet, where I'd like to compile this info for people to access in the future. I know this post will get locked, and the thread itself could get closed in the future, but the sheet will still be accessible. The sheet isn't set to be viewable, yet, so the link won't work until I've had some time to put at least a little bit of info in.

Any tips on theorycrafting or rules of thumb can be useful. Not sure if I'll invest the time into theorycrafting, but it can't hurt to put your ideas in.

Also, any other things that you think would be useful to include on the Google Sheet, if it becomes a widely-used tool, are also welcomed!

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Nov 20 2015 12:36pm
This answers part of your questions.

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Nov 20 2015 01:27pm
Quote (hasteful @ Nov 20 2015 02:36pm)
This answers part of your questions.

http://i.imgur.com/IfwIHgN.png


Ah, I knew I had seen something like this, before, but couldn't find it. Thanks, haste!

I'm trying to run a calculation to agree to the game's output. I have a XIV Sword w/ 121 EE, and my character sheet shows 129 str & 42 dex. I'm calculating (rounded to the nearest whole number):
14 * ( 1 + ( 0.01 * 121 ) + ( 0.0075 * 129 ) + ( .0025 * 42 ) ≈ 46
140 * ( 1 + ( 0.01 * 121 ) + ( 0.0075 * 129 ) + ( .0025 * 42 ) ≈ 460

If I calculate them EE & str/dex seperately (order doesn't matter), I get ≈ 64 - 641.

In game, I get 71 - 718. So, something is definitely missing, here. I'm using the weapon's base numbers according to THIS post. Anyone know where the discrepancy may be coming from?

Also, for the armors: vit only applied to the physical portion, and int only to the magic portion, right? So, chain armor gets the same physical damage reduction benefits that plate gets (though, with a smaller base), with the added bonus of also utilizing int for spell damage? That seems to swing the balance pretty hard against plate. Also, robes and padded robes are missing. Does anyone know these ratios?

The graphic is a little confusing about int's contribution. The first two images tell me that each point of int gives 1% EE to damaging spells, and 0.5% EE to heals.
I don't understand the other 3. They seem to say that Heal Mastery from weapons & armor have reduced effectiveness, and heal mastery from damaging spells has no effect. Is that true? So, if I'm a caster with lightning in my main accessory and wild heal in my secondary, the Heal Mastery on my lightning charm doesn't do anything for me???
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Nov 20 2015 01:28pm
Member
Posts: 413
Joined: May 3 2011
Gold: 139.34
Nov 20 2015 02:27pm
Quote (dab2110 @ Nov 20 2015 03:27pm)
Ah, I knew I had seen something like this, before, but couldn't find it. Thanks, haste!

I'm trying to run a calculation to agree to the game's output. I have a XIV Sword w/ 121 EE, and my character sheet shows 129 str & 42 dex. I'm calculating (rounded to the nearest whole number):
14 * ( 1 + ( 0.01 * 121 ) + ( 0.0075 * 129 ) + ( .0025 * 42 ) ≈ 46
140 * ( 1 + ( 0.01 * 121 ) + ( 0.0075 * 129 ) + ( .0025 * 42 ) ≈ 460

If I calculate them EE & str/dex seperately (order doesn't matter), I get ≈ 64 - 641.

In game, I get 71 - 718. So, something is definitely missing, here. I'm using the weapon's base numbers according to THIS post. Anyone know where the discrepancy may be coming from?

Also, for the armors: vit only applied to the physical portion, and int only to the magic portion, right? So, chain armor gets the same physical damage reduction benefits that plate gets (though, with a smaller base), with the added bonus of also utilizing int for spell damage? That seems to swing the balance pretty hard against plate. Also, robes and padded robes are missing. Does anyone know these ratios?

The graphic is a little confusing about int's contribution. The first two images tell me that each point of int gives 1% EE to damaging spells, and 0.5% EE to heals.
I don't understand the other 3. They seem to say that Heal Mastery from weapons & armor have reduced effectiveness, and heal mastery from damaging spells has no effect. Is that true? So, if I'm a caster with lightning in my main accessory and wild heal in my secondary, the Heal Mastery on my lightning charm doesn't do anything for me???


I left out proficiency. New calculations:

All calculated together: 47 - 467
All calculated separately: 67 - 673

I checked all possible combinations of dex/str, EE, and prof being calculated in different orders, and (as expected) I got outputs ranging between the above figures. There's some increase that I'm missing.
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Nov 20 2015 03:22pm
Mind boggles.

Don't forget, the dmg changes when items are on MP, they actually show the true results.
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Nov 20 2015 03:29pm
Quote (izParagonzi @ Nov 20 2015 05:22pm)
Mind boggles.

Don't forget, the dmg changes when items are on MP, they actually show the true results.


Can you clarify this?
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Nov 21 2015 02:28am
Quote (dab2110 @ Nov 21 2015 10:29am)
Can you clarify this?


Level 30 Plate mail 11% enhanced effect: = 18-56 phys defense.
Proof: http://ladderslasher.d2jsp.org/itemHistory.php?i=12572381&c=1

Base level 30 Plate Mail white = 18-54 physical defense.

Note: 10% ee would normally make defense 19-59 wouldn't it?
Member
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Nov 21 2015 03:18am
Quote (izParagonzi @ Nov 20 2015 05:22pm)
Mind boggles.


Agreed...

This post was edited by implite on Nov 21 2015 03:41am
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Nov 21 2015 08:27am
Quote (izParagonzi @ Nov 21 2015 04:28am)
Level 30 Plate mail 11% enhanced effect: = 18-56 phys defense.
Proof: http://ladderslasher.d2jsp.org/itemHistory.php?i=12572381&c=1

Base level 30 Plate Mail white = 18-54 physical defense.

Note: 10% ee would normally make defense 19-59 wouldn't it?


Yeah, that does appear to be wrong. I did the math on a couple other items on the mp, and they were all pretty far off.

However, I have also found similar discrepencies on some armor in my inventory. On plate and chain armors, EE seems to have an bonus effect for physical defense. The magic defense seems to be right, but, with the much smaller numbers, any increased effect may be getting rounded away.

I don't have an light armors with EE to test, so if anyone can post some, along with their vit & int values, I can run the numbers there.

Can you clarify what you mean by, "they actually show the true results" ? What do you think is actually the true result?

e:typos

This post was edited by dab2110 on Nov 21 2015 08:27am
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