Just curious if anyone has it.
If not, some logical thinking towards a solution could be fun
The calculation for charms is
(1 + (int - 5) / 100) * ( 1 + (ee + prof + mastery) / 100) * base damage from
https://ladderslasher.d2jsp.org/index.php?g=11 = show damage in game
Note that on your character link such as
https://forums.d2jsp.org/user.php?c=3&i=193561&p=58179 it does NOT take proficiency/mastery into account. So calculation is (1 + (int - 5) / 100) * ( 1 + (ee/ 100)) * base damage = character link damage.
Interestingly enough, item history damage is from an intelligence value of 0, which leads to calc being 0.95 * (1+ee/100) * base damage:
https://ladderslasher.d2jsp.org/itemHistory.php?i=1840095&c=0All of the above is known and has been checked by others and i double checked the numbers with a few of my own charms. Just posted it for reference
Given that i would "suggest" the calculation for damage would be:
(1 + (str-5)/100*wpn ratio + (dex-5/100)*wpn ratio) * ( 1 + (ee + prof)/100) * base damage from
https://ladderslasher.d2jsp.org/index.php?g=11 = show damage in game
However from two test items came out different and in such a different way that I think it's something completely different.
Test item 1: Str - 264, Dex - 25, Club lvl 50, 228 ee, show max damage excluding prof: 1508. Calculated damage from the formula - 1303
Test item 2: Str - 264, Dex - 25, Dagger lvl 40, 228 ee, show max damage excluding prof: 274. Calculated damage from the formula - 263
Tried removing the "-5" part from the calc on str/dex and it's still way out for the club in particular.
I already know from testing that weapons only get damage at specific amounts of strength/dex, as an example if i added 4 more points of dex to the above numbers, the damage on the club would NOT change whilst the dagger would move 4 times one for each stat.
I made some charts to show which numbers these are:


So the better way of working out the damage is from counting the number of damage adds you get.
For club strength and dagger dexterity. Divide the amount by 10 and remove any remainder then multiply by 9. For the remainder, multiply it by 10 again. then take 1 off of it.
For club dexterity and dagger strength. Divide the amount by 10 and remove any remainder and you're done.
Add those two together to get the number of times damage was increased from strength/dexterity.
Club example from earlier:
Club strength example 264/10 = 26.4 - remainder = 26. Multiply this by 9 = 234. Remainder = 0.4 *10 = 4, -1 = 3. This is a total of 237 times damage was increased by strength
Club dexterity example 25/10 = 2.5. -remainder = 2. Total of 2 times damage increased by dex
Add these together is 239 total amount of times damage was increased from strength/dexterity (i'll call these
damage instances from now on)
One other thing to note is that there is definitely still a negative number attached to strength and dexterity, this is why the damage numbers of items do not match the numbers on the portal for items with 0 ee. Examples:
https://ladderslasher.d2jsp.org/itemHistory.php?i=1229937811&c=0 - 55 club, portal damage 126 max, history damage 119 max.
https://ladderslasher.d2jsp.org/itemHistory.php?i=1229915144&c=0 - t1 club, portal damage 9 max, history damage 8 max.
Given this we can double check the EE part of the formula remains the same, by checking a large ee item and noting that it will be less than expected.
https://ladderslasher.d2jsp.org/itemHistory.php?i=3414670&c=0 is what i tested. Used a 0 value for strength/dexterity. 1 * ( 1 + 228/100) * 117 = 383.
TLDRSo what we actually 100% know about the melee damage calculation:EE part of it is correct. specifically:
( 1 + (ee + prof)/100) * base damage from https://ladderslasher.d2jsp.org/index.php?g=11 = show damage in gameThere is also a negative value attached to strength/dexterity, this is very likely to be -5 on both.
Rather than a direct formula, you need to take into account the damage instances. You should be able to get very close numbers without using damage instances though. Simply multiplying the strength/dex ratios to your strength/dexterity should give you an answer within 2%, the larger the strength/dex values are, the less error there is. Or you can specifically use multiples of 10 for both strength and dexterity for Clubs/Daggers/Axes and multiples of 20 for swords/staffs, then you can ignore damage instances as the numbers will come out the same.
Now i've written all this crap someones gonna give me the formula arn't they

If not i would appreciate some suggestions on how to calculate it, I have a few ideas but i suspect i'm not the only mathy person here.