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  Click here to go to the first Dev post in this thread.   Thread: Passive damage output

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    Default Passive damage output

    Hey, I've put some skillpoints in the passive damage skill, which adds 1% damage. Passive stats should have been shown in your avatar stats, but after putting skill points in this particullar passive one, my damage didn't change at all (Even after adding more skill points -currently 4). So my question is, if there's a visual problem or if it's a bug.

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    bump

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    Senior Member GoodSyntax's Avatar
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    I notice the same issue when summoning pets with damage boost (like Wrathjaw and Loki).

    Regardless of which pet I summon, my DMG stat doesn't change. If I summon a Crit pet (like Meep-moop) I do see a bump in my stat, just no change for DMG. Is there some kind of cap or something?

    AL: Kalizzaa
    Retired Officer of <Elite Runners>
    Elite Chronicles: Solo guides for elite maps - No longer maintained

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    Luminary Poster Rare's Avatar
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    Its a visual problem. Not sure yet why it hasn't been addressed since its been a problem from the beginning. This was confirmed by developers in a different thread *me = lazy*

    AL: Rare (Rogue)/Common (Warrior)/Mythic (Sorcerer)

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    Quote Originally Posted by Aedenos View Post
    Its a visual problem. Not sure yet why it hasn't been addressed since its been a problem from the beginning. This was confirmed by developers in a different thread *me = lazy*
    I wouldn't even say that this is a visual issue anymore. I tried to respec and I did the same damage I did without that passive skill.

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    Developer - Inactive Samhayne's Avatar
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    The word from our Quality Assurance Team is that this passive is indeed working correctly.

    Here is an example.

    Level 26 sorcerer with no assigned stat or skill points. I purchased the Deep Sea Enchanter Bundle and only equipped the staff that does:

    76.6 DPS, 15 strength, 29 intelligence.

    Avatar page shows:

    64.1 Damage 82.4 DPS

    Entered elite skull cove map and attacked one crab.

    23
    22
    24
    23
    23
    22
    22
    23
    22
    22

    Average: 22.6

    Adding 5 to passive damage brining total damage bonus to 5% I attacked the same crab:

    23
    23
    25
    23
    23
    23
    23
    25
    25
    23

    Average: 23.6

    This is almost exactly 5% more damage.
    Last edited by Samhayne; 02-28-2013 at 04:19 PM.
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    Senior Member GoodSyntax's Avatar
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    Sorry Sam, but that is too small of a sampling and even as it is the increase seems more like 3-4%, not 5%.

    From what I see in the first test with no bonus, it seems that you only had one crit where the next had three. Statistically, the presence of additional crits would be enough to throw off your limited sampling.

    AL: Kalizzaa
    Retired Officer of <Elite Runners>
    Elite Chronicles: Solo guides for elite maps - No longer maintained

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    Developer - Inactive Samhayne's Avatar
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    Quote Originally Posted by GoodSyntax View Post
    Sorry Sam, but that is too small of a sampling and even as it is the increase seems more like 3-4%, not 5%.

    From what I see in the first test with no bonus, it seems that you only had one crit where the next had three. Statistically, the presence of additional crits would be enough to throw off your limited sampling.
    No crits were recorded. Damage values have a range which accounts for the variation.
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    Out of curiosity... how come you guys don't just fix the display? Seems pretty simple given that gear already affects it.. and other passive stats from pets work fine.
    Last edited by Rare; 02-28-2013 at 05:14 PM.

    AL: Rare (Rogue)/Common (Warrior)/Mythic (Sorcerer)

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    Lady_Pebbles
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    Wouldn't it make more sense if there were two dmg passives: one for actual dmg (+5 per rank) and the other for bonus damage (+5% per rank)?

    Right now its confusing how that ONE passive works. I personally thought since it had a percentage that it only increased the bonus damage stat & not the regular dmg stat. Or maybe both? Im not so sure anymore.


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    Quote Originally Posted by Lady_Pebbles View Post

    Wouldn't it make more sense if there were two dmg passives: one for actual dmg (+5 per rank) and the other for bonus damage (+5% per rank)?

    Right now its confusing how that ONE passive works. I personally thought since it had a percentage that it only increased the bonus damage stat & not the regular dmg stat. Or maybe both? Im not so sure anymore.

    I always assumed it was just damage. Like pets

    AL: Rare (Rogue)/Common (Warrior)/Mythic (Sorcerer)

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    Senior Member GoodSyntax's Avatar
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    Quote Originally Posted by Samhayne View Post
    No crits were recorded. Damage values have a range which accounts for the variation.
    Crit was probably the wrong choice of word. I meant top-end damage. If every hit were at the top end of the range, then that would skew your results in much the same way as if every hit were at the low end of the range.

    A 10 hit sample is probably not enough for a test.

    AL: Kalizzaa
    Retired Officer of <Elite Runners>
    Elite Chronicles: Solo guides for elite maps - No longer maintained

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    Sam, is there any plan for this to be fixed? Same with the passive armor boost, and also same with the dmg boost from pets. Why aren't these all indicated on the stat page??

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    Senior Member GoodSyntax's Avatar
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    I agree Energizeric.

    I've asked the question several times on several different threads, but never received an official response. The damage boost from pets in particular is of importance to me and my Rogue.

    AL: Kalizzaa
    Retired Officer of <Elite Runners>
    Elite Chronicles: Solo guides for elite maps - No longer maintained

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    Quote Originally Posted by GoodSyntax View Post
    I agree Energizeric.

    I've asked the question several times on several different threads, but never received an official response. The damage boost from pets in particular is of importance to me and my Rogue.
    Common theme with some issues for whatever reason.

    AL: Rare (Rogue)/Common (Warrior)/Mythic (Sorcerer)

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    Damage% from Passives or Pets, could essentially be added to the BonusDam% which effects Damage and DPS is just damage * weapon attacks per second(a/s)

    Even if the Damage% from passive or pets is not added in you can do the following math to see your Damage and DPS changes.
    Damage * (1+ damage% from passive/pets)
    DPS / Damage = weapon a/s
    Take new Damage * a/s = new DPS

    Now you may see some really huge numbers here, but remember these numbers don't factor in armor reduction, misses, dodges, crits
    Damage is the average damage your weapon will hit for before armor reduction
    DPS is just a calculation of average weapon damage * a/s
    Skill damage = Damage * modifier (where the modifier varies per skill and maybe level)

    When i test numbers i like to first test on the Troll, Hungry the Troll, in the Story quest "A Hero Called Hale", because he appears to have next to no armor or that you do more damage than you should even...

    As a Sorcerer my Damage is 192.8 with 1% in damage and Clyde as pet (so i get 30 int, but no % damage) using a Firey Flintlock of Brutality because i'm only 25 still
    192-239 without crits (average 215.5)
    Then i swapped out for Colton to get 30 Int and 10% damage + is still have 1% passive damage
    208-269 again no crits (238.5)
    238.5 / 215.5 is 1.1067 which shows about 10% difference in damage

    Hope this helps dispel some questions
    Last edited by CosmoxKramer; 03-01-2013 at 10:05 AM.

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    Senior Member GoodSyntax's Avatar
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    Are you using charged auto attacks, or normal auto attacks? I think that any procs or damage bonuses occur only when auto is charged.

    I still haven't figured out the role that Bonus Damage % plays in the calculations.

    AL: Kalizzaa
    Retired Officer of <Elite Runners>
    Elite Chronicles: Solo guides for elite maps - No longer maintained

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    no, not for testing those numbers. The numbers in my example were plain auto attacks

    Essentially (but not exactly) you should be able to take the following
    Look at your Weapon DPS (when viewing a weapon) and divide it by that weapons a/s (DPS/Damage =a/s from Avatar page)
    This gives Avg Weap Damage
    Bonus Dmg% * (Avg Weap Damage + Dam from mythic helm, ring, or amulet) is approximately = to your Damage on the Avatar page

    Example:
    Firey Flintlock of Brutality L25 is 74.8 DPS and 1.125 a/s
    I have +6 damage from ring/amulet
    66.49 Avg Weapon Damage
    274% Bonus Damage
    2.74*(66.49+6) = 198.6
    Now my Damage actually shows 192.8, but that is the disconnect. This could be cause by a/s being incorrect or the DPS on the weapon still being wrong (remember the old bug with weapon damage)
    Either way that is how it is how calculations work.

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    Senior Member GoodSyntax's Avatar
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    That's where my calculations fall on it's ear too. I am always about 3-10% off when trying to calculate what my damage SHOULD be versus what my damage actually IS.

    AL: Kalizzaa
    Retired Officer of <Elite Runners>
    Elite Chronicles: Solo guides for elite maps - No longer maintained

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    Senior Member CosmoxKramer's Avatar
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    yep...i have a feeling it is still buggy with the weapons in the game unless their calculation showing on the Avatar page are off. I would think making these kind of these more visible would help with bug fixes and less questions needed to be answered by an STS admin, because there are always people like me or you that will be able to explain it if their calculations were more visible. Diablo3 is completely visible and allows a lot of theorycrafting etc.

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