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Jan 9 2022 12:56pm
Quote (Bigheaded @ Jan 10 2022 04:44am)
Anyway, going to resolve this to work for all weapons, i have a very good idea as to why its 0.95 at the very start of the equation, as i expect 5 damage_instances are lost with clubs which is why the history links show incorrect damage. i'm expecting same for daggers and will double check for swords/staffs/axes.

Hopefully going to write a google sheet which allows you to see your damage by inputting strength/dex and hopefully use some numbers for critical strike and quickdraw in particular to see how much they impact your damage which i think will be helpful for a significant number of us.


Wish you the best, also, use the 0.95 formula (ignoring instances) with charms and ignore the -5 to stat and see what the results are: Compare the two formulas.
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Jan 9 2022 01:09pm
Quote (izParagonzi @ Jan 9 2022 06:56pm)
Wish you the best, also, use the 0.95 formula (ignoring instances) with charms and ignore the -5 to stat and see what the results are: Compare the two formulas.


already working and confirmed, Working on a sheet which does weapons/charms might add armors as well.
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Jan 9 2022 01:53pm
Works well for me! :thumbsup:
and me had an evening with alot of thinking but i guess we were too lazy to put the stats up like that.
Very well done! :hail:

i figured out how to calculate armors and charms but weapons just didnt work out ^^
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Jan 9 2022 02:03pm
Quote (ahs_darkhunter @ Jan 9 2022 07:53pm)
Works well for me! :thumbsup:
^meridius and me had an evening with alot of thinking but i guess we were too lazy to put the stats up like that.
Very well done! :hail:

i figured out how to calculate armors and charms but weapons just didnt work out ^^


i did wonder who did the charm calc, made my life 10 times easier, :hail:

If you thought getting the calculation was worthy of a very well done, should see the sheet i'm doing ;)

here's a teaser:

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Jan 9 2022 02:08pm
Oh yeah that is looking very great! We had such a calculator in the past but it didnt work anymore and you couldnt see how it was done.

The 0.95 seems to be a magic number ^^ else it helps when you see when you get the weapon improvement.. like on dagger you get no added dmg everytime you stat the first, 11th, 21st and so on stat in dex and you get a bonus on the 10th, 20th, 30th stat on str.
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Jan 9 2022 02:41pm
we assumed the reason it is -5 int for charms is because the lowest base int any class has is 5, making it the base line for any charm in the game
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Jan 9 2022 02:52pm
Quote (Meridius @ Jan 9 2022 08:41pm)
we assumed the reason it is -5 int for charms is because the lowest base int any class has is 5, making it the base line for any charm in the game


makes sense, i was trying to make sense of why damage was less on the item history than having 0 str and 0 dex with 0 ee would have. negative str/dex was my first conclusion but tbh got lucky with blagging it, was trying to get close enough to get something working, hadn't expect to nail it with how i was approaching it.

the damage instances were tricky as i was doing it in bunches of 10 stats originally and it held a repeating pattern so knew it was a matter of time and doing 20-40 strength with clubs made a lot of sense seeing i had some huge ee clubs and it hits 18 of the 20 changes hence how i noticed needing the bonus instances every 4 instances.


Everything seems to be working on the sheet atm, got a few people messing around with it and will probably break it but they all got copies anyway.
Want to see if there's any more errors before releasing a final version
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Jan 9 2022 02:58pm
20 strength
18 instances on club
50 dexterity
5 instances on club

this equation will solve it for you (adjust divisors according to ratio)

Code
instances=(strength-(strength%9)) + (dexterity-(dexterity%10))/10


with numbers:

Code
instances=(20-(20%9)) + (50-(50%10))/10
=(20-2) + (50-0)/10
=18 + 50/10
=18 + 5
=23



where % = modulo, which returns the rest of a division in that case, 20%9 is 2

this comes down to this formula if your research is correct:

Code
instances=(strength-(strength%9)) + (dexterity-(dexterity%10))/10
(0.95 + ((instances + ((instances-(instances%4))/4)/100)) * (1 + ee/100) * base damage from portal


for clubs only ofcourse

This post was edited by Meridius on Jan 9 2022 03:00pm
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Jan 9 2022 03:54pm
Apparently that was the solution:

(0.95 + (instances + instances/4(rounded_down)/100)) * (1+ee/100) * base damage from portal = character link(rounded_down)
All weapons including heavies work off of this formula.


Waiting on some testing to be done on the sheet to make sure everything is working correctly then i'll release it publicly. Everything seems good so far as none of my testers have given me anything back recently other than EE past the cap being allowed.
Have a few other plans but intend to release publicly next week (see screenshot on post #14 for some idea of what to look forward to).
Need to make it a bit more unbreakable as i'm sure someone will modify some values by accident or something if left as is.

Intend to add Critical Strike and quickdraw at some point for damage comparisons but given we don't fully understand critical strike yet, that feature won't be released in the first revision.
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Jan 9 2022 10:01pm
Quote (Bigheaded @ Jan 10 2022 08:09am)
already working and confirmed, Working on a sheet which does weapons/charms might add armors as well.


Grats... the funny thing is this... years ago I argued to use the 0.95 instead of the -5 to stat, glad it actually was correct.

This post was edited by izParagonzi on Jan 9 2022 10:05pm
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