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Dec 27 2018 01:22am
Quote (izParagonzi @ 27 Dec 2018 07:55)
Thanks:

Using your code explanation with my post information:

(1 + (int - 5) / 100) = 2.05
(1 + (ee + prof + mastery / 100) = 1.70
... so: 2.05 x 1.70 = 3.485 x 2 = 6.97
... so: 2.05 x 1.70 = 3.485 x 20 = 69.7
... Damage 6 to 69

Now, do we remove 10% from the total because it is OVER the Cap by 10%?
... 6.97 / 10 * 9 = 6.273 (Round Down = 6)
... 69.70 / 10 * 9 = 62.73 (Round Down = 62)
... Damage 6 to 62

Recap to check values by the formula you used:
(1 + 105 [int total - 5] / 100) = 2.05
(1 + 70 [60 ee + Rank 10] / 100) = 1.70
Base Minimum Damage 2
Base Maximum Damage 20

What area of the Formula do you use Enhanced Effect [+Rank + Mastery]? Is it from the BASE item Value shown in Portal, or does Enhanced Effect [+Rank + Mastery] increase both Base Item Value & Stat value?

NOTE: I am NOT arguing that your formula is incorrect, I am trying to establish how it is formulated that way and why... my view is that Enhanced Effect is a mod that is represented to the ITEM alone, NOT Stat enhanced effect, thus, if there is a 20% level CAP on ITEMS, it is commonsense that it only effects the ITEM and NOT the stat values.

Remember, I am just trying to find the correct coding to implement and establish a working base format for anyone that may script an LS Item Calculator.


that is just wrong lol

is it so hard to use math formulas for you?

max ee for t2 charm is 60, so you use only 60:

Code
(1 + (int - 5) / 100) * ( 1 + (ee + prof + mastery) / 100) * base damage from portal = show damage

--> ee + prof + mastery is CAPPED at: tier * 20 + 20
--> so for t2 light it can never ever be higher than 60!


with your numbers of 105 int it would be


min damage
Code
( 1 + (105 -5 ) / 100) * (1 + (60 + 10 +0 ) / 100 )) * 2 = min damage

--> but since 60+10+0 > 2*20 +20, it is reduced to 60
Code
( 1 + (105 -5 ) / 100) * (1 + (60 ) / 100 )) * 2 = 2 * 1.6 * 2 = 6.4 = 6 (rounded down)



max damage
Code
( 1 + (105 -5 ) / 100) * (1 + (60 + 10 +0 ) / 100 )) * 20 = max damage

--> but since 60+10+0 > 2*20 +20, it is reduced to 60
Code
( 1 + (105 -5 ) / 100) * (1 + (60 ) / 100 )) * 20 = 2 * 1.6 * 20 = 64


Damage shown 6 to 64, for 105 int , t2 light with 60ee and 10 prof

This post was edited by Meridius on Dec 27 2018 01:26am
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Dec 27 2018 01:52am
Quote (Meridius @ Dec 27 2018 08:22pm)
that is just wrong lol

is it so hard to use math formulas for you?

max ee for t2 charm is 60, so you use only 60:

Code
(1 + (int - 5) / 100) * ( 1 + (ee + prof + mastery) / 100) * base damage from portal = show damage

--> ee + prof + mastery is CAPPED at: tier * 20 + 20
--> so for t2 light it can never ever be higher than 60!


with your numbers of 105 int it would be


min damage
Code
( 1 + (105 -5 ) / 100) * (1 + (60 + 10 +0 ) / 100 )) * 2 = min damage

--> but since 60+10+0 > 2*20 +20, it is reduced to 60
Code
( 1 + (105 -5 ) / 100) * (1 + (60 ) / 100 )) * 2 = 2 * 1.6 * 2 = 6.4 = 6 (rounded down)



max damage
Code
( 1 + (105 -5 ) / 100) * (1 + (60 + 10 +0 ) / 100 )) * 20 = max damage

--> but since 60+10+0 > 2*20 +20, it is reduced to 60
Code
( 1 + (105 -5 ) / 100) * (1 + (60 ) / 100 )) * 20 = 2 * 1.6 * 20 = 64


Damage shown 6 to 64, for 105 int , t2 light with 60ee and 10 prof


The Intelligence is 110 TOTAL, I have already negated the 5 = 105 intelligence.

So, go back to your drawing board and re calculate the values again.

THE DAMAGE IS 6 TO 62 the formula I used is YOURS with a different way to negate 10% Outcome is the same.

I edited this post. Initially you did not read my post that the Item had +35 Intelligence and the character it was placed on had 75 Intelligence, which = 110 Intelligence TOTAL.

Formulas can be written differently, BUT, have the same outcome, YOU and Alex should know this. My question still remains:

Why does Enhanced Effect + Rank + Mastery ALSO apply to a characters STAT value?

This post was edited by izParagonzi on Dec 27 2018 02:08am
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Dec 27 2018 03:32am
The charm got a max of 60ee (if tier2), no matter if you have extra 10 or extra 40 prof. It does not get added and subtracted afterwards

"the formula I used is YOURS with a different way to negate 10% Outcome is the same." <-- you are failing at maths here

1.60=/= 1.7*0.9 =1.53

(in one of your posts (#52) i had a bit of hope.. but . Oh well
You wont really find that sweet spot for str/vita.. thats what you simply have to try in a game and see where it goes.

Formulas can be transformed in general ofc but not as easy as you try in this case. I would let it how it is or you will make mistakes especially with the brackets


but i am staying away now and let you struggle with Meridius :P

edit: there is another bug in showing stats btw: checking the stats in your profile from jsp will not take the prof into account. so inside the game my charm shows higher dmg than someone will see that is checking my warlock in my profile

This post was edited by ahs_darkhunter on Dec 27 2018 03:59am
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Dec 27 2018 06:14am
Quote (ahs_darkhunter @ Dec 27 2018 10:32pm)
The charm got a max of 60ee (if tier2), no matter if you have extra 10 or extra 40 prof. It does not get added and subtracted afterwards

"the formula I used is YOURS with a different way to negate 10% Outcome is the same." <-- you are failing at maths here

1.60=/= 1.7*0.9 =1.53

(in one of your posts (#52) i had a bit of hope.. but . Oh well
You wont really find that sweet spot for str/vita.. thats what you simply have to try in a game and see where it goes.

Formulas can be transformed in general ofc but not as easy as you try in this case. I would let it how it is or you will make mistakes especially with the brackets


but i am staying away now and let you struggle with Meridius :P

edit: there is another bug in showing stats btw: checking the stats in your profile from jsp will not take the prof into account. so inside the game my charm shows higher dmg than someone will see that is checking my warlock in my profile


Both YOU and Meriduis ARE correct in your formulas' using certain RULE of thumb method portrayed (even if placement order is re-written). I DON'T argue this point, I however argue it when it comes to CODING/SCRIPT writing AND the game mechanics designed by PAUL & other people.

You both need to take your formulas' and rework it using Excel Spreadsheet using VLOOKUP / LOOKUP & IF statements. NOW a person can manipulate these as well because of the FORMULA they use. The best way to show this is by KEEPING to a RULE OF THUMB method when creating a formula.

First RULE of thumb = Portal Information is 100% correct. IF an items information is VIEWED by a USERS PROFILE MARKETPLACE, ignore the VALUE shown or Multiply it by 1.05.
2nd RULE of thumb in conjunction with the FIRST rule of thumb, MULTIPLY the base information "Enhanced Effect + Rank + Mastery (if applicable)" to show the VALUE as long as it is NOT greater than CAP.
3rd RULE of thumb in conjunction with the FIRST rule of thumb & 2nd RULE of thumb, multiply that VALUE by APPLICABLE Stat value @ 100%!
... Formula: ((Base [as shown in Portal] x (Enhanced Effect + Rank + Mastery = to or less than CAP)) x (Stat TOTAL / 100) = TOTAL RESULT.

Now... if the above is the RULE of thumb in the formula, the results would differ dramatically to formulas used by yourself or Meridius. Now, let us take the rule of thumb aspects of the formulas you both use.

First RULE of thumb = Portal Information is 100% correct. IF an items information is VIEWED by a USERS PROFILE MARKETPLACE, ignore the VALUE shown or Multiply it by 1.05.
2nd RULE of thumb in conjunction with the FIRST rule of thumb, MULTIPLY the base information by Character + Item(s) STAT [Item influenced] total negating 5 [Keeping rounding total]
3rd RULE of thumb in conjunction with the FIRST & 2nd rule of thumb, MULTIPLY the value by "Enhanced Effect + Rank + Mastery (if applicable)" to show the VALUE as long as it is NOT greater than CAP".
... Formula: BASE x (1 + (Stat total [-5] / 100)) x (1 + ((enhanced effect + rank + mastery) / 100))

*IMPORTANT NOTE: Both formulas are correct using their RULE of thumb format. HOWEVER, the FINAL results differ, now, when it comes to GAME coding / script writing, the formula NEEDS to comply to the RULE of thumb without COUNTER formulas' implemented IN the game mechanics... BEST example to use is:

BASE information SHOWN in Portals (this is 100% correct ascertained by viewers)
BASE information SHOWN in USERS Profile Marketplace (What value is correct in Game Mechanics, what FORMULA do you use to identify that the VALUE shown is correct or NOT? Now, does the 0.95 MARKET fee conflict with the BASE item VALUE displayed? If so, how can we identify either aspect as a RULE of thumb?)

Don't get me wrong, I am NOT disputing anything you have both stated, I am pointing out factors that COULD be controversial to what you both state as fact, thus, again, I want to know why Enhanced Effect + Rank + Mastery (if applicable) multiplies a characters STAT value using said item(s). Why does it apply?
... NOTE: how does one identify which is the "RULE" of thumb value to use?
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Dec 27 2018 07:19pm
there is no "rule of thumb", all formulas are correct and 100% implemented that way
in programmin it will looks like that:

Code


if ( mastery + ee + prof > tier*20 +20); then
ee_used = tier*20+20
else
ee_used = mastery +ee + prof
fi

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Dec 28 2018 06:30am
Quote (Meridius @ Dec 28 2018 02:19pm)
there is no "rule of thumb", all formulas are correct and 100% implemented that way
in programmin it will looks like that:

Code
if ( mastery + ee + prof > tier*20 +20); then
ee_used = tier*20+20
else
ee_used = mastery +ee + prof
fi


That is correct, I am NOT saying that the formulas are incorrect in that manner. I am however asking when the EE + Mastery + prof is PLACED/USED in the formula.

If Intelligence is regarded as a % enhanced effect, how come in the formulas provided that it increases again by the % of the Items Enhanced Effect + Rank + Mastery?

Again, I am NOT disputing your guys formula, I am trying to clarify how / why in that formula it multiplies Stat EE by other another % or EE.
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Dec 29 2018 02:19pm
Quote (izParagonzi @ 28 Dec 2018 13:30)
That is correct, I am NOT saying that the formulas are incorrect in that manner. I am however asking when the EE + Mastery + prof is PLACED/USED in the formula.

If Intelligence is regarded as a % enhanced effect, how come in the formulas provided that it increases again by the % of the Items Enhanced Effect + Rank + Mastery?

Again, I am NOT disputing your guys formula, I am trying to clarify how / why in that formula it multiplies Stat EE by other another % or EE.


mastery and prof are plain ee tied to one type of an item, that is why it is included into the ee factor

int generally affects any charm you have equipped wether it is in main slot or acc slot. So it has its own factor.

I mean you can keep complaining/asking here, but the only person who can tell why this exact formula is used in this exact way, is Paul.

So pm him and ask him. He won't answer though.
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Jan 6 2019 01:33am
Quote (Meridius @ Dec 30 2018 09:19am)
mastery and prof are plain ee tied to one type of an item, that is why it is included into the ee factor

int generally affects any charm you have equipped wether it is in main slot or acc slot. So it has its own factor.

I mean you can keep complaining/asking here, but the only person who can tell why this exact formula is used in this exact way, is Paul.

So pm him and ask him. He won't answer though.


Finding the correct formula isn't complaining, but you have answered my question, neither you nor Ahs can say for certain which way is correct without Pauls input.

Been taking some other information regarding weapon / stat ratio and stats, interesting outcome so far.
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Jan 8 2019 03:02am
The formula from ahs is 100% correct
Believe it or not
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