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Dec 8 2011 03:50am
GoHuskers and I tested this extremely thoroughly
Let me explain the results, I'll try to make this as concise as I possibley can:

First run of damage testing was done with a full gear setup as would be used in standard PvP
The zon was stated to have (no critical or deadly strike) otherwise, her build is exactly the same as it would be for PvP
We would alternate between using a Fortitude Armor vs. a Jeweler's Of Whale (116% ED // +72 minimum)
The barb has 6020 life to begin with, he had no life rep and 39% Damage Reduction
After each consequative strike dealt in a damage string, we record what life he has left after the strike
This is to record how much damage is being dealt, consequatively, after each strike
Fire 10 shots with the Fort, record the results
Fire 10 shots with the Jeweler's, record the results
((had to take off torch during this test as the 25% hellfire proc was dealing significantly disruptive dmg))
((This is raw physical damage, there is nothing elemental or poison))



Standard PvP setup while wearing Diamond Faith and Fortitude
Onscreen damage reads as --> 2056-2764, making the estimated average damage = roughly 2410
After the 17% original value modifier, this average damage actually = 409
With the barbs 39% DR, the actual damage he is going to receive, should be around 250 average damage per hit
You'll quickly see and agree that the damage screen seems to be quite accurate while wearing Fortitude:

Fort DMG String #1 - General PvP outfit, Diamond Faith - This first string, I had a 25% torch on, it was taken off during #2 and #3
6020 = Starting Life
5756 = 264 dmg on first hit
5522 = 234 dmg on second hit
5310 = 212 dmg on third hit
5057 = 253 dmg on fourth hit
4784 = 273 dmg on fifth hit
4439 = 345 dmg on sixth hit
4187 = 252 dmg on seventh hit
3939 = 248 dmg on eigth hit
3669 = 270 dmg on ninth hit
3329 = 340 dmg on tenth hit - Total Damage Dealt Over 10 hits = 2691

Fort DMG String #2 - General PvP outfit, Diamond Faith - Total Damage Dealt Over 10 hits = 2409

Fort DMG String #3 - General PvP oufit, Diamond Faith - Total Damage Dealt Over 10 hits = 2251




Now we keept the same setup and swapped on the 116%ed/+72min Jeweler's
Onscreen damage reads as --> 2143 - 2340, making the estimated average damage = roughly 2240
After the 17% original value modifier, this average damage actually = 380
With the barbs 39% DR, the actual damage he is going to receive, should be around 230 average damage per hit

Jeweler's DMG String #1 - General PvP outfit, Diamond Faith - This first string, I had a 25% torch on, it was taken off during #2 and #3
6020 = Starting Life
5683 = 337 dmg on first hit
5442 = 241 dmg on second hit
5104 = 338 dmg on third hit
4861 = 243 dmg on fourth hit
4629 = 232 dmg on fifth hit
4391 = 238 dmg on sixth hit
4153 = 238 dmg on seventh hit
3843 = 310 dmg on eigth hit
3604 = 239 dmg on ninth hit
3318 = 286 dmg on tenth hit - Total Damage Dealt Over 10 hits = 2702

Jeweler's DMG String #2 - General PvP outfit, Diamond Faith - Total Damage Dealt Over 10 hits = 2277

Jeweler's DMG String #3 - General PvP oufit, Diamond Faith - Total Damage Dealt Over 10 hits = 2290




Everything seemed to be equaling out the way it should have
At this point, it seems that the damage bug is definately real and is not just a display glitch
In the end, Fortitude grosses more damage over time, 7351 total over 3 dmg strings
Jeweler's Of Whale grosses in almost as much, 7269 total over 3 dmg strings



But here is where it gets stranger yet:
* I killed myself to take off ALL my gear, including stashing away any and all Torch//Anni//Max SCs
* I restated myself and added only 103 strength to wear the Jeweler's Archon with 116%ed/+72min (no other stats were added)
* I bought a normal white 1-4 damage, Short Bow
* At this point, I am wearing nothing on my character or in inventory, other than the 116%ed/+72min Jeweler's and a 1-4 damage Short Bow
* the zon still has no critical strike added (as this is important to remember)

The character screen shows 91-92 damage with the Shortbow, using level 1 Guided Arrow
The barb takes off all of his DR% and all negative whole number damage DR (There is nothing reducing my incomming damage at this point)

I understand how the game was calculating 91-92 damage
The Shortbow is only 1-4 damage, the armor is adding +72 minimum which makes the minimum surpass the maximum in the equation and then adds to both sides of the equation
This +min is now effected by the 25 starting dexterity that the amazon has
The Shortbow is also effected by 116%ED and the small amount of dexterity
I notice that the +min does not seem to be effected in the slightest by the 116%ed
91-92 is as if the ED% isn't even on the character at all
If the 91-92 had been effected by teh 116%, it would look more like 180-181 damage
So...... 91-92 damage reduced to 17% of it's original value is right around 15 damage, solid, with no fluxuation
Hitting a barbarian who has no DR%, no whole number DR

Here is the damage string ran for this setup, which for all purposes, should have been dealing 15 damage solidly, every single strike:


Naked DMG String - Shortbow w/ Jeweler's
5831 = Starting Life
5801 = 30 dmg on first hit
5784 = 17 dmg on second hit
5761 = 23 dmg on third hit
5733 = 18 dmg on fourth hit
5722 = 11 dmg on fifth hit
5706 = 16 dmg on sixth hit
5700 = 6 dmg on seventh hit
5675 = 25 dmg on eigth hit
5652 = 23 dmg on ninth hit
5627 = 25 dmg on tenth hit

So what the hell is this? All the sudden it looks like the character screen damage really was reading wrong
Hits as high as 30 dmg and as low as 6 dmg? Well that just isn't possible with 91-92 dmg but somehow it happened..
We did two other 10 strike strings exactly like this one with the same types of results
High strikes hitting 30 and low strikes going as low as 4



Let me sum this up:

What the fuck?

I'll look into it more tommorow, right now I'm tired as hell

This post was edited by Habakkuk22 on Dec 8 2011 03:54am
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Dec 8 2011 04:29am
Quote (Habakkuk22 @ Dec 8 2011 10:50am)
The character screen shows 91-92 damage with the Shortbow, using level 1 Guided Arrow
The barb takes off all of his DR% and all negative whole number damage DR (There is nothing reducing my incomming damage at this point)

I understand how the game was calculating 91-92 damage
The Shortbow is only 1-4 damage, the armor is adding +72 minimum which makes the minimum surpass the maximum in the equation and then adds to both sides of the equation
This +min is now effected by the 25 starting dexterity that the amazon has
The Shortbow is also effected by 116%ED and the small amount of dexterity
I notice that the +min does not seem to be effected in the slightest by the 116%ed
91-92 is as if the ED% isn't even on the character at all
If the 91-92 had been effected by teh 116%, it would look more like 180-181 damage
So...... 91-92 damage reduced to 17% of it's original value is right around 15 damage, solid, with no fluxuation
Hitting a barbarian who has no DR%, no whole number DR

Here is the damage string ran for this setup, which for all purposes, should have been dealing 15 damage solidly, every single strike:


Naked DMG String - Shortbow w/ Jeweler's
5831 = Starting Life
5801 = 30 dmg on first hit
5784 = 17 dmg on second hit
5761 = 23 dmg on third hit
5733 = 18 dmg on fourth hit
5722 = 11 dmg on fifth hit
5706 = 16 dmg on sixth hit
5700 = 6 dmg on seventh hit
5675 = 25 dmg on eigth hit
5652 = 23 dmg on ninth hit
5627 = 25 dmg on tenth hit

So what the hell is this? All the sudden it looks like the character screen damage really was reading wrong
Hits as high as 30 dmg and as low as 6 dmg? Well that just isn't possible with 91-92 dmg but somehow it happened..
We did two other 10 strike strings exactly like this one with the same types of results
High strikes hitting 30 and low strikes going as low as 4



Let me sum this up:

What the fuck?

I'll look into it more tommorow, right now I'm tired as hell


Can sorta explain this ( i think )

min damage is added to both max and min, and max damage = min damage + 1

so 73 to 74.

now max gets 116 + 25 ed

min gets 25 ed

so damage is ( 73 * 1.25 ) to ( 74 x 2.41 ) = 91 to 178 damage

with max 178 damage - the highest damage you could've received is indeed 30.

This damage roll of 6 is a bit wierd, maybe the min damage just doesn't apply to the min at all, or was just bad counting in the test ^^

edit : btw what happened to this high max damages makes you hit min more theory ^^, damage is obviously variable here, but u seem to be getting high damage rolls :P

This post was edited by Jeebus666 on Dec 8 2011 04:31am
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Dec 8 2011 07:32am
Quote (inkanddagger @ 8 Dec 2011 06:43)
Not really a display glitch. I've tested the numbers before to verify.

An ed/max jewel adds the ed to your total min damage ed% pool, and the max damage only benefits from ed% outside of the jewel. So, if you have 1000% ed from skills, and 40% ed on a 40/15max jewel, the 15 max will benefit from the 1000% skill ed, but not the 40% jewel ed. It's opposite for ed/min. In the case of ed%/min/max, the ed% doesn't apply anywhere at all.

However, if you socket ed% first, then max, the max will benefit. If you add max first, then ed, it won't work correctly. Same for min.


Can you elaborate more? Like, how did you test this? Can you socket a plain ed jewel, then an ed+max jewel afterwards and have it work correctly?
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Dec 8 2011 07:53am
in case u need help from some1 who got exass to a hero editor version contact me
i can do any kind of tests and i can also create jools with higher stats than spawnable ones (clear resolts)

pm me what kind of stats you would want under which conditions and ill solve this issue for you
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Dec 8 2011 11:53am
Quote (MoXeR @ Dec 8 2011 09:53am)
in case u need help from some1 who got exass to a hero editor version contact me
i can do any kind of tests and i can also create jools with higher stats than spawnable ones (clear resolts)

pm me what kind of stats you would want under which conditions and ill solve this issue for you


Definately appreciate any feedback or additional info you could add to this
As I am very confused as to why we are getting the results we are getting concerning the 4 and 6 dmg rolls
Honestly I don't know what else to do to more thoroughly test this than we already have

The results would indicate that Jeebus is right on his explaination though

-->
Quote (Jeebus666 @ Dec 8 2011 06:29am)
Can sorta explain this ( i think )
min damage is added to both max and min, and max damage = min damage + 1
so 73 to 74.
now max gets 116 + 25 ed
min gets 25 ed
so damage is ( 73 * 1.25 ) to ( 74 x 2.41 ) = 91 to 178 damage
with max 178 damage - the highest damage you could've received is indeed 30.
This damage roll of 6 is a bit wierd, maybe the min damage just doesn't apply to the min at all, or was just bad counting in the test ^^
edit : btw what happened to this high max damages makes you hit min more theory ^^, damage is obviously variable here, but u seem to be getting high damage rolls :P


So this makes sense to me
It also would indicate a few strange things I'd like to point out
* It is indeed a display bug but also bugged damage, it's both - This is what was so confusing
* on-screen it would show 91-92 damage but Jeebus' explaination of the actual damage being 91-178 makes perfect sense for our damage outcome - it all adds up
* The ED% certainly isn't adding to minimum (so the original knowledge of this bug is true, the ED% will not effect the +whole number on the same jewel)
* The ED% is still adding to the maximum, even though it isn't showing it (this is what was giving the illusion that possibley these min jewels weren't bugged at all, I was considering that the max was added correctly)
* So it's somehow adding much more maximum than it shows but at the same time definately not effecting the minimum the way that it should

I'll say it again, it is indeed a display bug and a damage bug at the same time, on both ends of the equation
Noticing this before researching it just confused the hell out of me and now I see what's happening here, now it makes sense

Here is my personal conclusion:
Use either jewels with ED%
Or jewels with +whole number
Never use jewels that possess both mods at the same time


Thank you to everyone who helped out with this
Honestly I feel like an idiot for not just trusting previous thread information
But sometimes I just have to test this shit myself before I can believe it
Downfall of my life, I tell ya ^^

This post was edited by Habakkuk22 on Dec 8 2011 11:54am
Member
Posts: 96,725
Joined: Aug 30 2008
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Dec 8 2011 12:54pm
Quote (Habakkuk22 @ 8 Dec 2011 18:53)
Definately appreciate any feedback or additional info you could add to this
As I am very confused as to why we are getting the results we are getting concerning the 4 and 6 dmg rolls
Honestly I don't know what else to do to more thoroughly test this than we already have

The results would indicate that Jeebus is right on his explaination though

-->

So this makes sense to me
It also would indicate a few strange things I'd like to point out
* It is indeed a display bug but also bugged damage, it's both - This is what was so confusing
* on-screen it would show 91-92 damage but Jeebus' explaination of the actual damage being 91-178 makes perfect sense for our damage outcome - it all adds up
* The ED% certainly isn't adding to minimum (so the original knowledge of this bug is true, the ED% will not effect the +whole number on the same jewel)
* The ED% is still adding to the maximum, even though it isn't showing it (this is what was giving the illusion that possibley these min jewels weren't bugged at all, I was considering that the max was added correctly)
* So it's somehow adding much more maximum than it shows but at the same time definately not effecting the minimum the way that it should

I'll say it again, it is indeed a display bug and a damage bug at the same time, on both ends of the equation
Noticing this before researching it just confused the hell out of me and now I see what's happening here, now it makes sense

Here is my personal conclusion:
Use either jewels with ED%
Or jewels with +whole number
Never use jewels that possess both mods at the same time


Thank you to everyone who helped out with this
Honestly I feel like an idiot for not just trusting previous thread information
But sometimes I just have to test this shit myself before I can believe it
Downfall of my life, I tell ya ^^


i was teleporting into a corner while counting how many mb's my sm casts for about 5 hours straight
i know what you mean ^^
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Dec 8 2011 01:02pm
Witnessing revolutionary scientific research.
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Dec 8 2011 01:08pm
Quote (Tails chao @ Dec 8 2011 09:32am)
Can you elaborate more? Like, how did you test this? Can you socket a plain ed jewel, then an ed+max jewel afterwards and have it work correctly?


Sort of
The error only occurs when ED% and +whole number exist on the same jewel

You can mix any amount of (plain ED% jewels)
With seperate (+whole number jewels)
And it will function correctly

This post was edited by Habakkuk22 on Dec 8 2011 01:10pm
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Dec 8 2011 01:22pm
Quote (Habakkuk22 @ Dec 8 2011 03:08pm)
Sort of
The error only occurs when ED% and +whole number exist on the same jewel

You can mix any amount of (plain ED% jewels)
With seperate (+whole number jewels)
And it will function correctly


can you explain my results then? Why did it take me half the shots to kill the barb with ed/max jewels than simply ed jewels if the max doesn't do anything?

is it because the ed and max benefit each other on the opposite jewels? meaning the helm ed adds more cause of the +max on armor and vice versa?

This post was edited by Flame-Masta on Dec 8 2011 01:23pm
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Dec 8 2011 01:37pm
Quote (Flame-Masta @ Dec 8 2011 03:22pm)
can you explain my results then? Why did it take me half the shots to kill the barb with ed/max jewels than simply ed jewels if the max doesn't do anything?

is it because the ed and max benefit each other on the opposite jewels? meaning the helm ed adds more cause of the +max on armor and vice versa?


I can explain and understand what happened with our USEast Closed test

But your Open test using extremely different variables is much different
I don't know what to say about it, I would have had to see the test for myself to really say anything conclusive

Long story short:
* ED/+whole jewels are bugged for display and actual damage
* If it adds +max with the ED, the +min will be higher than it displays (it is only a display bug) the game calculates this side correctly for dmg but does not display it correctly
* and the +max isn't amplifed by the ED% on the jewels but is indeed displayed correctly - (no display bug, it shows the actual dmg but the dmg bug is real on this side of the equation, it does not add up properly)

Once again, this problem only occurs when ED% and +Wholenumber exist on the same one jewel
Otherwise, with ED% only jewels or +Whole only jewels, the damage is calculated correctly

This post was edited by Habakkuk22 on Dec 8 2011 01:39pm
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