What I'd really like to see is how % bonuses stack. Like, two +life% bonuses, or two +attack speed% bonuses, or attack speed% and dual wield.
Critical hit% at least stacks additively with itself.
One interesting tidbit you can conclude from the Wizard screenshot is that listed Attack Speeds on weapons are not exact. The weapon says 1.3 APS, and he has a ring that gives +5% attack speed. 1.3 * 1.05 = 1.365, which should be rounded up to 1.37 APS, but is instead listed as 1.36 APS. The weapon's attack speed must be less than 1.3
As the Details page isn't 3 decimals long It is either cut short or rounded down / up, as with the HP of the monk, it seems to round DOWN. Which, sucks lol.
And without that ring on the APS in the details page is 1.30.
So its something with the display of data and with only 2 decimals about rounding down / up, chooses to round down.
There's a known bug that the critical damage used by the basic attack DPS calculation is +100% higher than it should be. So a critical damage of +200% would be calculated with a total of 100% (base) + 200% (Crit) +100% (bug) = 400% total.
The DPS values shown on weapon tooltips don't seem to take crit into consideration.
There's a known bug that the critical damage used by the basic attack DPS calculation is +100% higher than it should be. So a critical damage of +200% would be calculated with a total of 100% (base) + 200% (Crit) +100% (bug) = 400% total.
The DPS values shown on weapon tooltips don't seem to take crit into consideration.
So does this affect the value given as Basic Attack DPS?
EDIT: Just messing with Armour and it seems that the values given from the gear but NOT the values provided as gear properties are simply added together to give the Armour value (although works for some of the classes but not all maybe due to passives?)
So does this affect the value given as Basic Attack DPS?
yes
So in the barbarian image, the basic attack DPS of 68.52 is not correct. What should it be? 100% less?
No, the critical damage used to calculate the DPS value in the window is 100% higher than it should be.
The formula used, at least for the current stat bonuses, is
(main hand average DPS + offhand average DPS) / 2 * IAS bonuses * (1+(Attack)/100)* ( crit * crit damage + 1 - crit)
The catch is, crit damage is +100% higher than it should be.
In the barbarian example...
Main hand average DPS = (10+18+4+8+2+4)/2 damage * 1.3 APS = 29.9
Offhand average DPS = (9+14+5+10+2+4)/2 damage * 1.3 APS = 28.6
IAS bonuses = 15% (dual wielding)
Attack = 59
Crit = 12.97%
Crit damage = 100% (base) + 117% (crit damage bonuses) + 100% (bug)
So the listed dps comes out to...
(29.9+28.6)/2 * 1.15 * (1+59/100) * (.1297*3.17 + 1 - .1297) = 68.53
The slight discrepancy is due to either crit being rounded up on the character sheet, or some of those ring damage bonuses being rounded, as beta testers have found that +damage, even though it is displayed as a whole number, is often a fractional number.
The actual DPS has 100% less critical damage, so it should be...
(29.9+28.6)/2 * 1.15 * (1+59/100) * (.1297*2.17 + 1 - .1297) = 61.60
An interesting thing that this shows is that the damage bonuses from rings apply to both weapons, while the elemental damage bonuses on weapons do not apply to the other weapon.
An interesting thing that this shows is that the damage bonuses from rings apply to both weapons, while the elemental damage bonuses on weapons do not apply to the other weapon.
But stuff like attack speed and critical damage applies to BOTH weapons right ?
An interesting thing that this shows is that the damage bonuses from rings apply to both weapons, while the elemental damage bonuses on weapons do not apply to the other weapon.
But stuff like attack speed and critical damage applies to BOTH weapons right ?
It would appear so, at least for critical damage. I don't know about attack speed.
EDIT: Just messing with Armour and it seems that the values given from the gear but NOT the values provided as gear properties are simply added together to give the Armour value (although works for some of the classes but not all maybe due to passives?)
It appears that the "large number" Armor value already includes the effects of +Armor affixes on the item, much like the "Damage Per Second" on melee weapons includes the effects of +Damage affixes.
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As the Details page isn't 3 decimals long It is either cut short or rounded down / up, as with the HP of the monk, it seems to round DOWN. Which, sucks lol.
And without that ring on the APS in the details page is 1.30.
So its something with the display of data and with only 2 decimals about rounding down / up, chooses to round down.
On demon hunter, weapon does 2-8 dmg and extra 2-4 arcane dmg with 1.8 APS resulting in 14.4 DPS
Therefore
The DPS values shown on weapon tooltips don't seem to take crit into consideration.
So does this affect the value given as Basic Attack DPS?
EDIT: Just messing with Armour and it seems that the values given from the gear but NOT the values provided as gear properties are simply added together to give the Armour value (although works for some of the classes but not all maybe due to passives?)
EDIT 2: Was due to passives i think
So in the barbarian image, the basic attack DPS of 68.52 is not correct. What should it be? 100% less?
The formula used, at least for the current stat bonuses, is
(main hand average DPS + offhand average DPS) / 2 * IAS bonuses * (1+(Attack)/100)* ( crit * crit damage + 1 - crit)
The catch is, crit damage is +100% higher than it should be.
In the barbarian example...
Main hand average DPS = (10+18+4+8+2+4)/2 damage * 1.3 APS = 29.9
Offhand average DPS = (9+14+5+10+2+4)/2 damage * 1.3 APS = 28.6
IAS bonuses = 15% (dual wielding)
Attack = 59
Crit = 12.97%
Crit damage = 100% (base) + 117% (crit damage bonuses) + 100% (bug)
So the listed dps comes out to...
(29.9+28.6)/2 * 1.15 * (1+59/100) * (.1297*3.17 + 1 - .1297) = 68.53
The slight discrepancy is due to either crit being rounded up on the character sheet, or some of those ring damage bonuses being rounded, as beta testers have found that +damage, even though it is displayed as a whole number, is often a fractional number.
The actual DPS has 100% less critical damage, so it should be...
(29.9+28.6)/2 * 1.15 * (1+59/100) * (.1297*2.17 + 1 - .1297) = 61.60
An interesting thing that this shows is that the damage bonuses from rings apply to both weapons, while the elemental damage bonuses on weapons do not apply to the other weapon.
But stuff like attack speed and critical damage applies to BOTH weapons right ?
It appears that the "large number" Armor value already includes the effects of +Armor affixes on the item, much like the "Damage Per Second" on melee weapons includes the effects of +Damage affixes.