Diablo® III

Question regarding this amulet and avg dmg

And here it is...

The Scorn's +Damage is a single mod, Sinister Gorget's +Damage is two mods that got combined to one line.

The game has a bug with min damage (and even damage ranges on weapons), where it's calculating +Min Damage first. All +Min Damage is added to your weapon's base min damage and if this number pushes the min damage above it's base max damage, the max damage is moved to min damage plus one. Any +Max Damage left on the weapon or other items is then added to that adjusted value.

In this system (on almost all weapon types and combinations of damage increasing mods) just +Min Damage actually moves your min and max damage by the amount listed because it moves the adjusted maximum. The single +Damage Range mod (on armor and jewelry) doesn't benefit from this bug though, only plain +Min or + Min and +Max rolled as two separate mods but consolidated into one line on the item's tooltip are applied in this way (along with any +Damage Range or +Min Damage mods on weapons).
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Thanks Bobert13! :D
It makes sense now. Hopefully Blizz fixed this soon, a hotfix can't be too hard can it?
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shouldn't the first example only theoretically happen if the min/max damage are within 1 of each other? aka 900-901 damage

edit:

or is it when you have a +min damage it would push the min and max by the same number of the min while a +min/+max moves the min and the max at the set number it states
Edited by Providence#1541 on 11/19/2012 3:48 AM PST
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Thanks Bobert13! :D
It makes sense now. Hopefully Blizz fixed this soon, a hotfix can't be too hard can it?


They made a blog post or a blue reply about it over a month ago stating that we we're actually receiving more bonus damage (from all + damage range on weapons and + min on items) than was originally intended. This implies that the whole adjusted maximum thing isn't really supposed to be happening. If this is in fact the portion of the calculation that they consider bugged, if they ever fix it everyone's DPS is going to plummet pretty dramatically. Instead of 1400+ DPS Manticores we'd be lucky to see a 1200 DPS one ever actually roll (Crossbows take the most advantage out of this system due to their extremely tight base damage range). I'm really hoping they don't "fix" this issue...

On the other hand, it is causing problems (exactly like the example found in this post) where it becomes impossible to judge what an item does, from it's tooltip, without doing a direct comparison. Maybe they'll roll with their mistake and patch the +Damage Range mod on armor and jewelry to behave like pretty much every other source of this stat behaves.
Edited by Bobert13#1406 on 11/19/2012 4:08 AM PST
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shouldn't the first example only theoretically happen if the min/max damage are within 1 of each other? aka 900-901 damage

edit:

or is it when you have a +min damage it would push the min and max by the same number of the min while a +min/+max moves the min and the max at the set number it states


The latter.

Recall that I said "base weapon damage". That's before any +Damage/+Elemental Damage mods on the weapon are calculated in either.

If you have an axe with base damage of 100 to 200 and add +300-600 Fire Damage (or +300 Min Damage, +300 Max Damage separated into two lines [physical damage]). First the game adds 300 to the minimum of 100 raising the new minimum to 400. 400 > 200 so the adjusted max damage is now 401. It then adds 300 (in both cases) to this number resutling in a weapon that does 400 to 701 Damage.

If you throw a +20 Min Damage ring on it adjusts both numbers again, to 420 to 721.

If this ring (or another item) also rolls + 30 Max Damage, you end up with 420 to 751 Damage.

However, if you have a ring that rolled +20 to 50 Damage as a single property, it would come out as 420 to 731.
Edited by Bobert13#1406 on 11/19/2012 3:57 AM PST
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shouldn't the first example only theoretically happen if the min/max damage are within 1 of each other? aka 900-901 damage

edit:

or is it when you have a +min damage it would push the min and max by the same number of the min while a +min/+max moves the min and the max at the set number it states


The latter.

Recall that I said "base weapon damage". That's before any +Damage/+Elemental Damage mods on the weapon are calculated in either.


ok that makes sense.

if min/max mods come into play before the weapon mods, does that mean that having a % weapon mod instead of +min +max weapon mod would yield higher results with +min/max gear?
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iv seen this looking at the AH too. look up average damage 35 as your first input. there are ones with like 21-45 damage and the AH lists the average damage as 41. then ones 33-64 for example listed as 39 average damage.

in a nutshell: blizzard screwed up.
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The latter.

Recall that I said "base weapon damage". That's before any +Damage/+Elemental Damage mods on the weapon are calculated in either.


ok that makes sense.

if min/max mods come into play before the weapon mods, does that mean that having a % weapon mod instead of +min +max weapon mod would yield higher results with +min/max gear?


That would be very, very difficult to pull off, but it may be possible. +% Damage (whether as the weapon mod that rolls up to 50% or as an element that only rolls on certain sets and legendaries) does affect all +Min or +Max Damage and +Damage Range after they've been added to the weapon.

e\
All and all, Physical Damage ("Black Damage") weapons that also have +% Damage on them will always win out in this situation.
Edited by Bobert13#1406 on 11/19/2012 4:06 AM PST
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ok, learn something new every day, thanks for the info :)
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check the AH. there are rings w 12-22 damage but with average daamge listed as 43.

BUGGED
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here's screen shot.

http://prntscr.com/k4voh
http://prntscr.com/k4vze
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This is very interesting. I have an amulet saying 29-59 Damage. When i load it into a dps calc it says it has +55min +59max dmg

It would be important to know if there is a way to find out which mod an items has when it is in AH. Whether it is min/max dmg or the rather useless x-x dmg mod.

When you search for average damage the listed value does not always match the mathematically correct mean value. That could be a clue

edit: When e.g. a ring has only one of the 2 affixes, it seems the "bug" has already become a feature, which is fully implemented :D

+30min dmg = 30 average dmg
+30max dmg = 15 average dmg

exactly as Bobert13 described the way it works.
Edited by LaserEnte#2889 on 11/20/2012 6:29 PM PST
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