Additive/Multiplicative Dmg: DH's Perspective

Demon Hunter
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What is Additive/Multiplicative Damage; A DH's Perspective

This guide is going to go over what Additive and Multiplicative Bonus damage means, how it affects the demon hunter when gearing, it will also list all of the different damage buffs in their respective categories and go over why people choose specific pieces of gear over others when the bonus damage appears to be less. I'll also include a FAQ answering such questions as: "Why Focus and Restraint and not a ring with Discipline when using UE6?".
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Current Version = Patch 2.6.4

Table of Contents:
Use your Browser's text search function (Ctrl+F) and use the "#.#" associated with the topic to navigate to sections faster.

1.0 Additive Damage
......1.1 Definition
......1.2 Type A Multiplier - D.I.B.S.
......1.3 Type B Multiplier - Monster Debuffs
......1.4 Type C Multiplier - Individual Skill Modifiers

2.0 Multiplicative/Exclusive Damage
......2.1 Definition
......2.2 Type D Multiplier - Elemental Damage
......2.3 Type E Multiplier - Elite and Species Damage
......2.4 Type F, G, H, I… Multipliers - Exclusive Multipliers

3.0 List of Damage Modifiers and their classifications
…..Additive:
......3.1 List of Type A Modifiers - D.I.B.S.
......3.2 List of Type B Modifiers - Monster Debuffs
......3.3 List of Type C Modifier - Individual Skill Modifiers

......Multiplicative:
......3.4 List of Type D Modifier - Elemental Damage
......3.5 List of Type E Multiplier - Elite and Species Damage
......3.6 List of Type F, G, H, I… Multipliers - Exclusive Multipliers

4.0 How different Types of Damage Modifiers Interact
(Math)
......4.1 How do the same bonuses on different pieces of gear combine?
......4.1.1 Example 1

......4.2 How do Two of the Same Type of Bonus Interact?
......4.2.1 Example 1
......4.2.2 Example 2

......4.3 How are Types: A, B and C Bonuses combined?
......4.3.1 Example 1
......4.3.2 Example 2

......4.4 How are Types: D, E, F.... used in an equation?
......4.4.1 Example 1 Type - D
......4.4.2 Example 2 Type - E
......4.4.3 Example 3 Type - F, G, H, I...

......4.5 How does combining all different Types of Bonuses work?
......4.5.1 Using Types A → J....

......4.6 How are % damage increases/decreases from a bonus calculated?
......4.6.1 Example 1
......4.6.2 Example 2

......4.7 How do you compare which setup is better?
......4.7.1 Example 1

5.0 FAQ
......5.1 "Multiplicative overall, Additive within itself" What does that mean?
......5.2 Why Focus and Restraint and not a ring with Discipline when using UE6
......5.3 If my Additive Damage is already very high should I stack more
......5.4 Why should I get any Additive Damage at all?
......5.5 More information/Other class perspectives

6.0 Conclusions
......6.1 Summary
......6.2 Special Thanks
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1.0 Additive Damage:

1.1 Definition:
The term "Additive Damage" is used to describe bonus damage mods that will be summed together to create a single multiplier that will be used in the damage equation. They are more commonly referred to as: Type A, B and C multipliers. All three of these different Types are what are summed together, hence the term additive. To avoid confusion, I think it's best to refer to a buff by it's Type whenever possible.

It's generally less desirable to have to have a lot of Additive Damage mods spread across many pieces of gear, their over all yield typically ends up being less than that of what Multiplicative Damage mods could provide by replacing them. In some instances it is definitely worth stacking these when the value is high enough on a single piece or a spec really benefits from the item's bonus.

1.2 Type A Multiplier - D.I.B.S. :
Type A Multipliers are damage modifiers that increase your character's damage, these are also sometimes called D.I.B.S. (Damage Increased By Skill).
Example:
http://us.battle.net/d3/en/item/hexing-pants-of-mr-yan

1.3 Type B Multiplier - Monster Debuffs:
These are damage modifiers that affect each monster on an individual basis and increases damage dealt to them, but they don't directly increase your character's damage.
Example:
http://us.battle.net/d3/en/item/strongarm-bracers

1.4 Type C Multiplier - Individual Skill Modifiers:
Items that increase the damage of an individual skill and have an affix worded similar to: "Increases Strafe Damage by XX%" are referred to as Type C damage mods.
Example:
https://us.battle.net/d3/en/item/vallas-bequest
"Increases Strafe Damage by 75-100%"

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2.0 Multiplicative/Exclusive Damage:

2.1 Definition:
Multiplicative Damage is a term used to describe damage bonuses that are typically not summed with any other bonuses, only within themselves (ie. 15% Fire + 15% Fire = 30% Fire Damage) and will be multiplied against the whole equation individually. These are very powerful bonuses and you should strive to reasonably obtain as many of them as possible.

2.2 Type D Multiplier - Elemental Damage:
This category encompasses all of the "(Insert Element) Skills deal XX% more damage" multipliers. These damage modifiers will only affect your damage if you use a skill of the same element listed on the item. If you had 20% Fire Damage and used Multishot - Fire at Will (Lightning Damage), you would not see an increase in damage. If you were to use Multishot - Arsenal instead of Fire at Will you would see a 20% increase in damage
Examples:
http://us.battle.net/d3/en/item/cindercoat

2.3 Type E Multiplier - Elite and Species Damage:
This category is used to describes affixes related to species (Human, Demon, Undead) and "Increases damage against elites by XX%". These damage modifiers will be added together creating it's own category.
Examples:
http://us.battle.net/d3/en/artisan/blacksmith/recipe/archfiend-arrows
http://us.battle.net/d3/en/artisan/blacksmith/recipe/deadeye
http://us.battle.net/d3/en/item/tyraels-might
http://us.battle.net/d3/en/item/pig-sticker

2.4 Type F, G, H, I… Multipliers - Exclusive Multipliers:
Any damage modifier that is considered an Exclusive Multiplier will be used as it’s own category and will multiply itself against the entire equation. These are called exclusive because they do not sum together with any other buffs.
Examples:
http://us.battle.net/d3/en/item/bane-of-the-trapped
http://us.battle.net/d3/en/class/demon-hunter/passive/cull-the-weak
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3.0 List of Damage Modifiers and their classifications:

I'm going to be referencing a list created by a community member named Dawg6. This list can be found inside of his damage calculator:
http://us.battle.net/d3/en/forum/topic/18706673688
http://dhcalc.dawg6.com/dhcalc/
Click on "Legend" on the left, near the bottom

This is a great tool overall and I highly recommend using it to help optimize, as well as hopping into his thread and giving him a +1 to show appreciation for his hard work.

** If you see any mistakes or have things to add to it, please post them **

Use your Browser's text search function (Ctrl+F) to find the modifier you're looking for faster
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Additive Damage Categories:

3.1 List of Type A Modifiers - D.I.B.S. :
(S) = Shared Benefits for All Party Members
(P) = Personal Benefit Only
(P) http://us.battle.net/d3/en/class/demon-hunter/passive/archery
-Archery damage bonus (8% when using 2H Bow)

(S) http://us.battle.net/d3/en/class/witch-doctor/active/big-bad-voodoo - Slam Dance
-Big Bad Voodoo/Slam Dance active bonus (15% during uptime)

(P) http://us.battle.net/d3/en/item/harrington-waistguard
-Harrington Waistguard bonus (100-135% during uptime)

(P) http://us.battle.net/d3/en/item/hexing-pants-of-mr-yan
-Hexing Pants of Mr. Yan bonus (+ while moving, - while stationary)

(P) http://us.battle.net/d3/en/follower/scoundrel/skill/hysteria
-Scoundrel Hysteria Damage Bonus

(P) http://us.battle.net/d3/en/item/taeguk
-Taeguk active gem bonus

(S) https://us.battle.net/d3/en/class/monk/passive/unity
--5% Increased damage for every Monk with a different active aura, while unity is selected, up to a max of 15%


3.2 List of Type B Modifiers - Monster Debuffs:
(S) = Shared Benefits for All Party Members
(P) = Personal Benefit Only
(S) https://us.battle.net/d3/en/class/wizard/active/blizzard - Lightening Storm
Enemies take 15% more damage from Lightening Skills for 4 seconds

(S) http://us.battle.net/d3/en/item/calamity - MFD
-Calamity Marked for Death bonus (15% while applied)
** Calamity is currently very bugged and breaks MfD, do NOT use calamity **
Video Bug Report:
https://www.youtube.com/watch?v=ZxR0zWrLQYA

(S) https://us.battle.net/d3/en/class/barbarian/active/cleave - Gathering Storm
- Chilled enemies take 10% more damage from all sources

(S) https://us.battle.net/d3/en/class/wizard/passive/cold-blooded
- Enemies take 10% more damage from all sources

(S) https://us.battle.net/d3/en/class/wizard/active/energy-twister - Gale Force
- Enemies take 15% more damage from Fire Skills for 4 seconds

(S) https://us.battle.net/d3/en/class/monk/active/exploding-palm - Flesh is Weak
- Marked enemies take 15% more damage for 9 seconds

(S) https://us.battle.net/d3/en/class/wizard/active/frost-nova - Bone Chill
- Enemies take 33% more damage while frozen or chilled by Frost Nova

(S) https://us.battle.net/d3/en/class/witch-doctor/active/hex
- Both Jinx and Toad of Hugeness make enemies take 15% more damage

(S) http://us.battle.net/d3/en/class/monk/active/crippling-wave - Breaking Wave
-Crippling Wave/Breaking Wave active bonus (10% during uptime)

(S) http://us.battle.net/d3/en/follower/enchantress/skill/erosion
-Affected enemies will also take 3% increased damage.

(S) http://us.battle.net/d3/en/class/monk/active/inner-sanctuary - Forbidden Palace
-Inner Sanctuary/Forbidden Palace active bonus(30% during uptime)

(S) http://us.battle.net/d3/en/item/gem-of-efficacious-toxin
-Gem of Efficacious Toxin rank 25+ bonus (10%)

(S) http://us.battle.net/d3/en/item/haunt-of-vaxo
-Haunt of Vaxo Marked for Death bonus (15% during uptime)

(S) http://us.battle.net/d3/en/class/monk/active/mantra-of-conviction
- Conviction bonus (8 - 16%, depending on rune during uptime)

(S) http://us.battle.net/d3/en/class/demon-hunter/active/marked-for-death
-Marked for Death active skill bonus (15%+ while applied,
depending on selected Rune)

(S) http://us.battle.net/d3/en/class/witch-doctor/active/mass-confusion - Paranoia
-Mass Confusion/Paranoia active bonus (20% during uptime)

(S) http://us.battle.net/d3/en/item/odysseys-end
-20-25% more damage to enemies hit by entangling shot

(S) http://us.battle.net/d3/en/class/witch-doctor/active/piranhas
-Piranhas active bonus (15% during uptime)

(S) https://us.battle.net/d3/en/class/wizard/active/ray-of-frost - Snow Blast
- Enemies take 15% more damage from Cold Skills for 4 seconds

(S) http://us.battle.net/d3/en/class/barbarian/active/rend -
Mutilate
-10% increased damage to all sources

(S) http://us.battle.net/d3/en/item/lamentation - Mutilate, 2nd
stack
-10% increased damage to all sources

(S) https://us.battle.net/d3/en/class/crusader/active/shield-glare - Divine Verdict
- Blinded enemies take 20% more damage from all sources

(S) http://us.battle.net/d3/en/class/wizard/active/slow-time -
Time Warp
-Slow Time/Time Warp (15% during uptime)

(S) http://us.battle.net/d3/en/item/strongarm-bracers
-Strongarm Bracers bonus (20-30% during uptime)

(S) http://us.battle.net/d3/en/class/barbarian/active/threatening-shout - Falter
-Enemies take 25% more damage from all sources for 6 seconds


3.3 List of Type C Modifier - Individual Skill Modifiers
(S) = Shared Benefits for All Party Members
(P) = Personal Benefit Only
(P) "+XX% Bola Skill Damage"
-Increases Bola's Damage

(P) "+XX% Cluster Arrow Damage"
-Increases Cluster Arrow's Damage

(P) "+XX% Chakram Skill Damage"
-Increases Chakram's Damage

(P) "+XX% Companion Skill Damage"
-Increases each Companion's Damage

(P) "+XX% Elemental Arrow Skill Damage"
-Increases Elemental Arrow's Damage

(P) "+XX% Evasive Fire Skill Damage"
-Increases Evasive Fire's Damage

(P) "+XX% Entangling Shot Skill Damage"
-Increases Evasive Fire's Damage

(P) "+XX% Fan of Knives Skill Damage"
-Increases Fan of Knives' Damage

(P) "+XX% Grenade Skill Damage"
-Increases Grenade's Damage

(P) "+XX% Hungering Arrow Skill Damage"
-Increases Hungering Arrow's Damage

(P) "+XX% Impale Skill Damage"
-Increases Impale's Damage

(P) "+XX% Multishot Skill Damage"
-Increases Multishot's Damage

(P) "+XX% Rapid Fire Skill Damage"
-Increases Rapid Fire's Damage

(P) "+XX% Rain of Vengeance Skill Damage"
-Increases RoV's Damage, effects Crashing Rain

(P) "+XX% Sentry Skill Damage" - Spitfire's rockets only
-Rockets fired by the Spitfire Turrets, and only the rockets,
will considers this damage modifier as an additive buff

(P) "+XX% Spike Trap Skill Damage"
-Increases Spike Trap's Damage

(P) "+XX% Strafe Skill Damage"
-Increases Strafe's Damage

(P) "+XX% Vengeance Skill Damage"
-Increases Vengeance's Damage

(P) http://us.battle.net/d3/en/item/bombardiers-rucksack
- 75 → 100% Sentry Damage

(P) http://us.battle.net/d3/en/item/kmar-tenclip
- 75 → 100% Strafe Damage

(P) http://us.battle.net/d3/en/item/vallas-bequest
- 75 → 100% Strafe Damage

(P) http://us.battle.net/d3/en/item/wojahnni-assaulter
- 75 → 100% Rapid Fire Damage. Each stack is summed additively, gain 10 stacks every second


All damage modifiers in categories A,B and C will be summed together to make a large single multiplier.
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Multiplicative Damage Categories:

3.4 List of Type D Modifier - Elemental Damage:
(S) = Shared Benefits for All Party Members
(P) = Personal Benefit Only
(P) "+XX% Cold Damage"
-Increases the Damage of Cold Skills
** http://us.battle.net/d3/en/item/frostburn **
The Cold Damage on Frostburn's works the same as regular Cold Damage, even thought it looks different in text and can be utilized with Kanai's Cube

(P) "+XX% Fire Damage"
-Increases the Damage of Fire Skills
** http://us.battle.net/d3/en/item/magefist **
The Fire Damage on Magefist's works the same as regular Fire Damage, even thought it looks different in text and can be utilized with Kanai's Cube

(P) "+XX% Holy Damage"
-Increases the Damage of Holy Skills

(P) "+XX% Lightning Damage"
-Increases the Damage of Lightning Skills

(P) "+XX% Physical Damage"
-Increases the Damage of Physical Skills

(P) "+XX% Poison Damage"
-Increases the Damage of Poison Skills


3.5 List of Type E Multiplier - Elite and Species Damage:
(S) = Shared Benefits for All Party Members
(P) = Personal Benefit Only
(P) “+XX% Damage to Beasts”
-Increases damage when fighting Beasts
http://www.diablowiki.net/Category:Beasts
http://us.battle.net/d3/en/item/monster-hunter
http://us.battle.net/d3/en/item/pig-sticker

(P) “+XX% Damage to Demons”
-Increases damage when fighting Demons
http://www.diablowiki.net/Category:Demons
http://us.battle.net/d3/en/item/sever
http://us.battle.net/d3/en/item/tyraels-might

(P) “+XX% Damage to Elites”
Increases damage when fighting Elites, bosses, champions, or in PVP
http://us.battle.net/d3/en/item/stone-of-jordan

(P) “+XX% Damage to Humans”
-Increases damage when fighting Humans and in PvP
http://www.diablowiki.net/Category:Humans
http://us.battle.net/d3/en/item/pig-sticker

(P) “+XX% Damage to Undead”
-Increases damage when fighting Undead
http://www.diablowiki.net/Category:Undead
http://us.battle.net/d3/en/artisan/blacksmith/recipe/deadeye


3.6 List of Type F, G, H, I… Multipliers - Exclusive Multipliers:
(S) = Shared Benefits for All Party Members
(P) = Personal Benefit Only
(P) "+XX% Sentry Skill Damage"
-Increases the damage of attacks launched by a sentry, including the main bolt, chains from CoT and any skills cast by using M4

(P) http://us.battle.net/d3/en/class/demon-hunter/passive/ambush
-Ambush (40% to enemies above 75% health)

(P) http://us.battle.net/d3/en/class/demon-hunter/passive/ballistics
-Ballistics passive bonus (100% Rocket damage)

(P) http://us.battle.net/d3/en/item/bane-of-the-powerful
-Bane of the Powerful active gem bonus (20% while active)

(P) http://us.battle.net/d3/en/item/bane-of-the-stricken Stacked
bonus
-Additive within itself for every stack but exclusive overall

(P) Rank 25 http://us.battle.net/d3/en/item/bane-of-the-stricken
-25% more damage to bosses and rift guardians only, does not work on champions, elites or PvP

(P) http://us.battle.net/d3/en/item/bane-of-the-trapped
-Bane of the Trapped bonus (15% + 3%/rank to control impaired)

(P) "BoW Generator” http://us.battle.net/d3/en/item/focus
-Bastions of Will Generator Bonus (50%)

(P) "BoW Spender” http://us.battle.net/d3/en/item/restraint
-Bastions of Will Spender Bonus (50%)

(P) "Critical Hit Damage"
-increases damage when a monster is critically hit

(P) http://us.battle.net/d3/en/item/convention-of-elements
-Convention of Elements Bonus (150-200% while element is active)

(S) http://us.battle.net/d3/en/class/demon-hunter/active/companion - Wolf
-Wolf Companion active bonus (15% during uptime)

(P) "Companion Bonus IAS"
-the Extra 5-7% IAS you roll on a weapon is an exclusive damage
multiplier for companions

(P) "Companion Bonus APS Damage"
-Your weapon’s base APS is multiplicative bonus damage for
companions

(P) http://us.battle.net/d3/en/class/demon-hunter/passive/cull-the-weak
-Cull the Weak passive bonus (20% to chilled/slow)

(P) http://us.battle.net/d3/en/item/danettas-revenge - 2 Piece
Bonus
-800% more damage for
http://us.battle.net/d3/en/class/demon-hunter/active/vault -
Action Shot & Trail of Cinders

(P) "Dexterity"
-Dexterity bonus (1% damage per dex)

(P) http://us.battle.net/d3/en/item/dead-mans-legacy
- 150→200% Multishot Damage

(P) http://us.battle.net/d3/en/item/dead-mans-legacy
-Multishot hits twice when target is below 60% health, rockets from Arsenal also hit twice

(P) http://us.battle.net/d3/en/item/depth-diggers
- 80→100% more damage to all primary skills
http://us.battle.net/d3/en/class/demon-hunter/active/#type=primary

(P) http://us.battle.net/d3/en/item/the-travelers-pledge - Endless Walk 2 Piece Bonus
-multiplicative damage increase that scales from 0% → 100% damage

(P) http://us.battle.net/d3/en/item/enforcer
-increase the damage of your pets by 15.00% (+0.3% damage per rank)

(P) http://us.battle.net/d3/en/class/demon-hunter/passive/grenadier
-Grenadier passive bonus (10% to grenade damage)

(P) http://us.battle.net/d3/en/item/hellcat-waistguard
-the bonus is multiplicative overall, but additive within itself. The final bounce is currently bugged and only deals 800% dmg not 800% more dmg for x9

(P) http://us.battle.net/d3/en/item/hunters-wrath
-Both the IAS and the Damage bonus are multiplicative to primary skills only
http://us.battle.net/d3/en/class/demon-hunter/active/#type=primary

(P) https://us.battle.net/d3/en/item/karleis-point
- 300 → 375% more damage to Impale

(P) http://us.battle.net/d3/en/item/the-wailing-host - Legacy of
Nightmares 2 Piece Bonus
-additive within itself per ancient item, but multiplicative
overall

(P) http://us.battle.net/d3/en/item/lord-greenstones-fan
-additive within itself per stack, but multiplicative overall

(P) http://us.battle.net/d3/en/item/mantle-of-channeling
-25% more damage while channelling

(P) http://us.battle.net/d3/en/item/marauders-visage - 4 Piece
Bonus
- All attacks done by sentries deal 400% increased damage

(P) http://us.battle.net/d3/en/item/marauders-visage - 6 Piece
Bonus
-The buffs are additive within themselves and increases by +12,000% per Sentry, and has a max of 60,000% with 5 Sentries

(P) http://us.battle.net/d3/en/item/augustines-panacea
-Elemental Arrow gains an effect based on the rune:
Ball Lightning now travels at 30% speed.
All other runes, damage and effect duration increased by 200%.

(P) http://us.battle.net/d3/en/item/manticore
- 250→300% Cluster Arrow Damage

(P) http://us.battle.net/d3/en/item/natalyas-sight - 4 Piece
Bonus
-Nat's 4 piece bonus (+100% to RoV), effects Crashing Rain

(P) http://us.battle.net/d3/en/item/natalyas-sight - 6 Piece
Bonus
-Nat's 6 piece bonus to other skills(+14,000% damage for 5 seconds after RoV), effects Crashing Rain

(S) http://us.battle.net/d3/en/item/oculus-ring
-anyone standing in the focused area of power will have damage increased by 70-85%

(P) http://us.battle.net/d3/en/class/demon-hunter/active/companion - Raven
-Ravens activation bonus is an exclusive multiplier

(P) http://us.battle.net/d3/en/item/the-shadows-mask - Shadows 2
Piece Bonus
-S2 increases damage by +6000%

(P) http://us.battle.net/d3/en/item/simplicitys-strength
-Simplicity's Strength gem bonus (25% + 0.5 % per level to
Primary skills)

(P) http://us.battle.net/d3/en/item/sin-seekers
- 250 → 300% Rapid Fire Damage

(P) http://us.battle.net/d3/en/class/demon-hunter/passive/steady-aim
-Steady Aim passive bonus (20% when no enemies within 10 yards)

(P) http://us.battle.net/d3/en/item/sword-of-ill-will
-additive for every point of hatred you have active, multiplcative overall. The damage scales actively with your current hatred.

(P) http://us.battle.net/d3/en/item/accursed-visage - 4 Piece
Bonus
-Unhallowed Essence 4 item set bonus (60% if no enemies within 10 yards)

(P) http://us.battle.net/d3/en/item/accursed-visage - 6 Piece
Bonus
-Unhallowed Essence 6 item set bonus (350% per point of discipline), multiplicative overall, additive within itself

(P) http://us.battle.net/d3/en/class/demon-hunter/active/vengeance
-increases all damage sources by 40%

(P) "Weapon Damage"
-Average Main Hand Weapon Damage

(P) https://us.battle.net/d3/en/item/yangs-recurve
- 150→200% more damage to multishot

(P) http://us.battle.net/d3/en/item/zeis-stone-of-vengeance
-Zei's stone of vengeance gem bonus (4% + 0.08%/rank per 10 yards up to 50 yards).

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4.0 How different Types of Damage Modifiers Interact:

4.1 How do the same bonuses on different pieces of gear combine?
4.1.1 Example 1
Let's say you have 15% Strafe damage on your quiver, boots and helm. These will be combined like this:
=1 + (Quiver + Boots + Helm) * 0.01
=1 + (15 + 15 + 15) * 0.01
=1 + 45 * 0.01
=1 + 0.45
=1.45x more damage to Strafe

This is the same for all damage buffs regardless of their Type. You always add same bonuses together.

4.2 How do Two of the Same Type of Bonus Interact?
4.2.1 Example 1
In this example we will assume that we are using Hexing Pants and Taeguk, both of which are Type A - DIBS.

Hexing Pants = 25%
Taeguk = 30%

= 1 + (Hexing Pants + Taeguk) * 0.01
= 1 + (25 + 30) * 0.01
= 1 + 55 * 0.01
= 1 + 0.55
= 1.55x more damage

4.2.2 Example 2
Now let's do it again with Marked for Death and Strong Arms, these are considered Type B - Monster Debuffs.

Marked for Death = 15%
Strong Arms = 30%

= 1 + (MFD + Strong Arms) * 0.01
= 1 + (15 + 30) * 0.01
= 1 + 45 * 0.01
= 1.45

If two buffs are within the same Type category they will be summed together to create a single multiplier.

4.3 How are Types: A, B and C Bonuses combined?
4.3.1 Example 1
As mentioned earlier, Types: A, B and C will be combined to create a single multiplier, after their sums have been calculated. To demonstrate this we will use the following stats:
Taeguk = 30% More Damage (Type A - DIBS)
Marked for Death = 15% More Damage (Type B - Monster Debuff)
Helm = 15% Strafe Damage (Type C - Individual Skill Modifiers)

our equation will look like:
= 1 + ( Type A + Type B + Type C ) * 0.01
= 1 + ( Taeguk + MfD + Strafe ) * 0.01
= 1 + (30 + 15 + 15 ) * 0.01
= 1 + (30 + 15 + 15) * 0.01
= 1 + 60 * 0.01
= 1 + 0.6
= 1.6x more damage

To do this we summed together Types A, B and C to create a single multiplier.

4.3.2 Example 2
This time we're going to add in multiples of Type A, B and C
Hexing Pants = 25% More Damage (Type A - DIBS)
Taeguk = 30% More Damage (Type A - DIBS)
Marked for Death = 15% More Damage (Type B - Monster Debuff)
Strong Arms = 30% More Damage (Type B - Monster Debuff)
Helm = 15% Strafe Damage (Type C - Individual Skill Modifiers)
Boots = 15% Strafe Damage (Type C - Individual Skill Modifiers)

our equation will look like:
= 1 + ( Type A + Type B + Type C) * 0.01
= 1 + ( (Hexing+Taeguk) + (MfD+Strong Arms) + (Helm + Boots) ) * 0.01
= 1 + ( (25+30) + (15+30) + (15 + 15) ) * 0.01
= 1 + (55 + 45 + 30) * 0.01
= 1 + 130 * 0.01
= 1 + 1.3
= 2.3x more damage

4.4 How are Types: D, E, F.... used in an equation?
4.4.1 Example 1 Type - D
Type D multipliers, which covers Elemental Damage, will be used as an individual multiplier against the rest of the equation. Let's say we have:
Bracers = 20% Lightening Damage
Ammy = 20% Lightening Damage

= 1 + (Type - D) * 0.01
= 1 + (Bracers + Ammy) * 0.01
= 1 + (20 + 20) * 0.01
= 1 + 40 * 0.01
= 1 + 0.40
= 1.40x for Lightening skills

4.4.2 Example 2 Type - E
Type - E multipliers cover Bonus vs Elites and Species Damage, for this example we assume we are using Tyrael's Might and Stone of Jordan
Tyrael's Might = 20% Demon Damage
Stone of Jordan = 30% Bonus vs Elites

Now sum together all bonuses that apply to the monster you're fighting, let's say it's an elite demon:
= 1 + (Type - E + Type - E + ...) * 0.01
= 1 + (20 + 30) * 0.01
= 1 + 50 * 0.01
= 1 + 0.50
= 1.50x more damage to Elite Demons only.

4.4.3 Example 3 Type - F, G, H, I...
Anything that is considered an Exclusive Multiplier and is currently active as a buff will receive it's own category/letter assignment. These buffs are never summed with any other buff and will always be multiplied as its own value. If we were using Cull the Weak, Bane of the Trapped and Ambush this is what we would get:

F = Cull the Weak = 20% More Damage
G = Bane of the Trapped = 20% More Damage
H = Ambush = 40% More Damage

our equation becomes:
= (1 + Type F * 0.01) * (1 + Type G * 0.01) * (1 + Type H * 0.01)
= (1 + CtW * 0.01) * (1 + BotT * 0.01) * (1 + Ambush * 0.01)
= (1 + 20 * 0.01) * (1 + 20 * 0.01) * (1 + 40 * 0.01)
= (1 + 0.2) * (1 + 0.2) * (1 + 0.4)
= 1.2 * 1.2 * 1.4
= 2.016x more damage

4.5 How does combining all different Types of Bonuses work?
4.5.1 Using Types A → J....
This example is going to use a buff from every single Type Category.
Taeguk = 30% More Damage (Type A - DIBS)
Marked for Death = 15% More Damage (Type B - Monster Debuff)
Helm = 15% Strafe Damage (Type C - Individual Skill Modifiers)
Bracers = 20% Lightening Damage (Type D - Elemental)
MH and OH = 16% Bonus vs Elites (Type E - BvE)
Cull the Weak = 20% More Damage (Type F)
Bane of the Trapped = 20% More Damage (Type G)
Ambush = 40% More Damage (Type H)
Focus = 50% More Damage (Type I)
Restraint = 50% More Damage (Type J)
** keeping adding letters for every exclusive multiplier you have in play **

our Equation is:
= (1 + ( Type A + Type B + Type C) * 0.01) * (1 + Type D * 0.01) * (1 + Type E * 0.01) * (1 + Type F * 0.01) * (1 + Type G * 0.01) * (1 + Type H * 0.01) * (1 + Type I * 0.01) * (1 + Type J * 0.01)
= (1+(30+15+15)*0.01) * (1+20*0.01) * (1+16*0.01) * (1+20*0.01) * (1+20*0.01) * (1+40*0.01) * (1+50*0.01) * (1+50*0.01)
= (1+60*0.01) * (1+20*0.01) * (1+16*0.01) * (1+20*0.01) * (1+20*0.01) * (1+40*0.01) * (1+50*0.01) * (1+50*0.01)
= (1+0.6) * (1+0.2) * (1+0.16) * (1+0.2) * (1+0.2) * (1+0.4) * (1+0.5) * (1+0.5)
= 1.6 * 1.2 * 1.16 * 1.2 * 1.2 * 1.4 * 1.5 * 1.5
= 10.1025792x more damage

4.6 How are % damage increases/decreases from a bonus calculated?
To find out what your % damage increase/decrease was for a stat, you must compare your new value versus the old. To do this use this equation:
= (1 - Larger Multiplier / Smaller Multiplier) * 100

4.6.1 Example 1
Let's say our Old Multiplier was 1.56 and our New multiplier is 1.78:
= (1 - New Multiplier / Old Multiplier) * 100
= (1 - 1.78 / 1.56) * 100
= (1 - 1.1410) * 100
= 14.10% damage increases

4.6.2 Example 2
If your new multiplier is a smaller value than the old, it will just produce a negative percentage showing a decrease. This time our Old Multiplier will be 1.56 and our New multiplier is 1.42:
= (1 - Larger Multiplier / Smaller Multiplier) * 100
= (1 - 1.56 / 1.42) * 100
= (1 - 1.0986) * 100
= -9.86% damage decrease

4.7 How do you compare which setup is better?
4.7.1 Example 1
You can find out if the new value is a damage increase or decrease by using the prior equation in 4.6 or you can just find out the new multiplier and pick whichever set up gives you a bigger number.

in example 4.6.2 we said our new multiplier was 1.42x damage and the old one was 1.56x damage, when we compare the two:
Is the New Multiplier: <, > or == the Old Multiplier?
1.42x Damage < 1.56x Damage
Keep your old set up
_________________________________________________________________

5.0 FAQ:

5.1 "Multiplicative overall, Additive within itself" What does that mean?
and
5.2 Why Focus and Restraint and not a ring with Discipline when using UE6
"Multiplicative overall, Additive within itself" means that the damage buff is multiplicative to the entire damage equation, but increasing the value of this buff can be considered additive in terms of the damage increase it provides.

We'll use Unhallowed Essence's 6 Piece and Discipline as an example to show this:
Let's say we currently have the standard 86 discipline:
Base Disc = 30
Prep-invigor = 20
Chest = 12
mainhand = 12
off hand = 12
---------------------------
total = 86

When we enable this buff it functions in the overall damage equation as a multiplicative buff like this:
=1 + (disc * 100) * 0.01
=1 + (86 * 100) * 0.01
=1 + 8600 * 0.01
=1 + 86
=87x more damage

Now lets say we were trying to choose between adding more discipline from the Stone of Jordan or adding in Focus and Restraint. Adding more discipline from the Stone of Jordan seems like it'd be an increase of:
=10 discipline * 100
=1000% more damage

where it seems like Focus and Restraint are only adding 125% more damage:
= Focus * Restraint
= (1 + 50 * 0.01) * (1 + 50 * 0.01)
=1.5 * 1.5
=2.25 or 125% more damage
so what gives? Why focus and restraint over Stone of Jordan?
Multiplicative overall, *additive within itself*

The 1000% damage increase from stone of jordan isn't truely a 1000% increase, the damage bonus was already active prior, we already had 86 discipline, so we need to add this discipline to our already active amount:
=1 + (disc * 100) * 0.01
=1 + (96 * 100) * 0.01
=1 + 9600 * 0.01
=1 + 96
=97x more damage
so we went from 87x more dmg, to 97, and if we use our difference equation, from 4.6, we'll see that it's actually a damage increase of:
=(1 - New Multiplier / Old Multiplier) * 100
=(1 - 97 / 87) * 100
=11.49%

Since increasing discipline is considered additive to the UE6 bonus, adding an extra 10 discipline actually only increased us by 11.49%. Focus and Restraint are providing 125% more damage because they're both multiplicative buffs, and function separately to the UE6 bonus:
= UE6 * Focus * Restraint
= 87 * 1.5 * 1.5
=195.75x more damage

5.3 If my Additive Damage is already very high should I stack more
This depends on the situation and what buffs you have available in certain slots, I would definitely recommend using a damage calculator to figure this out. What you should do in these situation is identify what Additive and Multiplicative bonuses you have available on these slots and then punch in the numbers to see what yields more. If only an additive damage bonus is available, then you should probably take it anyways if it won't hurt you too much defensively (keep in mind CDR/RCR). This goes for passives as well, you should try and use as many multiplicative passives as possible but don't be afraid to use additive bonuses as well. Every bit of damage counts.

Calculators:
Dawg6's:
http://dhcalc.dawg6.com/dhcalc/

D3 Planner:
http://www.d3planner.com/

*feel free to mention more I can add*

5.4 Why should I get any Additive Damage at all?
As much as Additive Damage multipliers may not contribute as much compared to an Exclusive Multipliers, they are definitely still valuable.Exclusive multipliers are not included in the additive category, but the additive category is still an exclusive multiplier in itself if you think of it. It still gets multiplied separately versus the other multiplicative bonuses, so you should always obtain a bit of additive damage.

Let's say you had 20% fire damage already, but no bonuses in the additive category at all because you avoided them. Now you are trying to decide between adding an extra 15% fire damage or 15% multishot damage, the two equations would look like:

Add an extra 15 fire damage:
=1+(20% fire + 15% fire)*0.01)
=1.35x more Damage

Add an extra 15 multishot damage:
=+(20% fire)*0.01) * (1+(15% multishot)*0.01)
=1.2 * 1.15
=1.38x more Damage

Taking multishot yielded more damage because although it is additive, it still added a new multiplier to the entire equation because there were no other additive bonuses already active. You should always try to have at least one Additive Buff always active.

5.5 More information/Other class perspectives
I do recommend reading these threads if you're looking for more info/other class perspectives.
I referenced them while building this guide:
Monk: (By: Neuron)
http://us.battle.net/d3/en/forum/topic/12248364766
Wizard: (By: Void)
https://us.battle.net/d3/en/forum/topic/14058607023
Barb: (By: Jako + Nubtro)
http://us.battle.net/d3/en/forum/topic/20743124718
_________________________________________________________________

6.0 Conclusions:
6.1 Summary
When trying to maximize damage it is best to know which category each damage bonuses falls into, how they interact with others and try to maximize on multiplicative bonuses the most. Beyond just maximizing Multiplicative bonuses, consider how you are playing: are you in a group, are you playing solo? These may change the priority of which bonuses you want because some are shared between all party members, and some only affect you on an individual basis.

6.2 Special Thanks
- Dawg6 for creating and keeping his legend up to date
- Lind for finding those original two threads. Without them I wouldn't have completed this guide
- Void and Neuron for writing the other two guides
- Jako and Nubtro for the Barb guides
- and everyone else in this thread that has asked questions/made suggestions

Please point out any errors, ask questions, or add information you feel is important.

Happy hunting.
Reserved
Reserved
Thanks! Would be nice if the Game Guide or tooltips specified additive or multiplicative...
Some good info here. Thanks for putting it all together.
Great work! Will add to the Sticky.
great job! thanks alot really appreciate ur efforts
So are all the things in the additive category all in the same category in the damage formula (as in the entire additive category all gets rolled into a single multiplier)?

From RoS launch what I understood, for example, was that +% Specific Skill was additive with itself but multiplicative with everything else, such as +Ele % damage. This list lists skill damage as additive even with various debuffs, and this does not make sense to me given how they worked in the past.

Where is the skill damage additive? Or in what multiplier category is it in and what is in that category? Is this additive category all a single multiplier?

I hope what I'm asking makes sense, if I'm reading the thread correctly then the additive category is just generic +%damage (either buffed or taken) and includes specific skills as well.

Some of the post may be redundant but this was my thought process and I wanted to make sure I didn't confuse myself.
09/06/2015 07:22 PMPosted by Sephurik
Some of the post may be redundant but this was my thought process and I wanted to make sure I didn't confuse myself.
No worries, this is why I want people to ask questions. It will help me refine the guide so things make more sense.

09/06/2015 07:22 PMPosted by Sephurik
From RoS launch what I understood, for example, was that +% Specific Skill was additive with itself but multiplicative with everything else, such as +Ele % damage. This list lists skill damage as additive even with various debuffs, and this does not make sense to me given how they worked in the past.
That is correct," +% Specific Skill" from each piece of gear are additive to create a multiplier that will be multiplied against things like Elemental Damage. What you're missing is that anything within the additive category, not just +% Specific Skill, will be summed together to create a single multiplier. This is what makes them additive, other bonuses such as elemental damage are considered multiplicative/exclusive, meaning they are their own separate multiplier in the equation.

If you were using Steady Aim, +30% Multishot Damage and +15 Fire Damage, your equation is not:
=Steady Aim * Multishot Bonus * Fire Damage
=1.2 * 1.3 * 1.15
it is:
=(Steady Aim + Multishot Bonus) * Fire Damage
=(1.2+1.3) * 1.15

since both Steady Aim and Multishot are considered additive buffs, they will be summed together to make a single multiplier.

09/06/2015 07:22 PMPosted by Sephurik
Is this additive category all a single multiplier?
That is correct and hopefully answers the previous two questions before this one. If not, let me know and Ill expand on it.

09/06/2015 07:22 PMPosted by Sephurik
if I'm reading the thread correctly then the additive category is just generic +%damage (either buffed or taken) and includes specific skills as well.
That is exactly what this thread is about ^.^ I also included the list of damage mods so people can easily identify whether they are multiplicative or additive.

Let me know if you're confused about anything. Just so you know, I'm still proof reading and rewriting a lot of this. I couldn't sleep last night so I wrote this up at 4:00 am, there are a lot errors then I originally thought before posting this >.<
Hi TastySoup, great thread.

I just come back to play on 2.3 and see that Blizz changed Spike Trap - Echoing Blast.

I'm just wondering if the amplified by 20% while frozen is additive or yet is another exclusive multiplier like CotW and BotT?

And I also need confirmation that the taunt effect of Chanon Bolter is considered control-impairing effect?

Because I currently run Chanon Bolter - cube and Echoing Blast instead of Calamity - cube and Bait the Trap. And I feel like it's a nice alternative and perhaps a more consistent approach to trigger CotW, BotT, and Ice Blink gem with the potential to put Area of Damage to its use due to the taunting.

Cheers
Thanks for the responses, I think I got everything now. My question was partly prompted by a disagreement between me and a friend. Turns out we were both partially right and partially wrong.

He was suggesting skill damage was additive, but that it essentially added directly onto the skill's base weapon damage % that's listed on the tooltip.
09/06/2015 08:56 PMPosted by PIAG
Hi TastySoup, great thread.

Thanks

09/06/2015 08:56 PMPosted by PIAG
I'm just wondering if the amplified by 20% while frozen is additive or yet is another exclusive multiplier like CotW and BotT?

And I also need confirmation that the taunt effect of Chanon Bolter is considered control-impairing effect?

Follow up:
Echoing Blast's Bonus is an Additive buff that increases Damage by 20% while the monster is frozen and for an extra 5 seconds after they defrost. Strangely the 5 seconds after defrost isn't mention on the tooltip.

Channon Bolter does not proc Bane of the Trapped, neither does the Boar's Taunt. It seems as if taunts do not proc BotT at all.

09/06/2015 08:56 PMPosted by PIAG
Because I currently run Chanon Bolter - cube and Echoing Blast instead of Calamity - cube and Bait the Trap. And I feel like it's a nice alternative and perhaps a more consistent approach to trigger CotW, BotT, and Ice Blink gem with the potential to put Area of Damage to its use due to the taunting.
Seems like it should do the job, if it works for you keep at it, you're getting pretty solid Crowd Control and covering a lot of multiplicative procs.
Thank you for the quick response and finding out its an additive.

Yeah, forgot to tell that I'm running Ice Blink gem since I can't keep Taeguk stack up.
Which leads to my experiment with Echoing Blast to utilise the Ice Blink aside from EF - Focus.
09/06/2015 10:02 PMPosted by PIAG
Thank you for the quick response and finding out its an additive.

finished testing channon bolter as well, just in case you missed it:

Channon Bolter does not proc Bane of the Trapped, neither does the Boar's Taunt. It seems as if taunts do not proc BotT at all.
Nice Guide, thx.

Maybe a conculsion as last chapter would be fine, e.g

-mulitplicative is better
-a Mix of additive and multiplicative is fine
-with a lot of additive bonus, sometimes rethinking about more defensive stat/skill is useful (??)

In the end, everybody wants to use the most offense stats/skill to get the most damage. E.g. Most UE DH look the same: 1-2 slot fire dmg, 2-3 slot ms dmg, MFD Calamity, CotW, BotT, Zeis, UE Set, Ballistic, steady aim, ambush, f+r... -> so its already a good mix of it and there are not many options/needs to think about all this calculation

But I think the guide helped me with one question:
When I will find calamity for cube, I will not longer use the MFD skill but the trap with 10% crit. Because double MFD on target is additive and i think the "clean" 10% crit is more efficient, right?(though I have to stand still)
It was too long and I didn't bother to read because I'm sure that this is fcking useful >_< Thanks! I was actually looking for this.
TY for this...I might try building a really nice spreadsheet to help people. That might be a little overly ambitious, but not terribly difficult. Probably a good hour or so working on Google Docs, just depends if I have the time.
09/07/2015 03:10 AMPosted by DooMino
Maybe a conculsion as last chapter would be fine, e.g

that's a good idea actually, I'll work on this. Thanks.

It was too long and I didn't bother to read because I'm sure that this is fcking useful >_< Thanks! I was actually looking for this.

hahaha you're welcome

09/07/2015 02:08 PMPosted by Rexob
I might try building a really nice spreadsheet to help people. That might be a little overly ambitious, but not terribly difficult. Probably a good hour or so working on Google Docs, just depends if I have the time.
What's your idea with the the spreadsheet, what would it be for? I might be able to help out :)
Hi TastySoup,

It's me again. I decided to just use Thunderfury (Cube) and Taeguk.
Since I also run Steady Aim, MfD - Mortal Enemy, and 45% Multishot so the Calamity (Cube) is a bit underwhelming compared to the ability to slow of Thunderfury. I'll

I have another question though, I could not find Hunter's Wrath bonus damage in the list. But looking at Simplicity's Strength wording, I would assume the +% damage to Primary is also additive.

I'm trying to weigh Witching Hour against Hunter's Wrath, I know that even if it is additive HW would probably be better anyway due to 30% Primary IAS
09/07/2015 10:07 PMPosted by PIAG
I have another question though, I could not find Hunter's Wrath bonus damage in the list. But looking at Simplicity's Strength wording, I would assume the +% damage to Primary is also additive.

Thanks for pointing this one out, I thought it was on the list.

Both the IAS bonus and the Damage bonus are exclusive multipliers.

09/07/2015 10:07 PMPosted by PIAG
I'm trying to weigh Witching Hour against Hunter's Wrath, I know that even if it is additive HW would probably be better anyway due to 30% Primary IAS
That is most likely true in regards to generators, but don't forget WH effects your spenders too.

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