Help understanding damage calculation need experts

I have several scenerio based questions that if answered correctly will pull the whole scope of things together for me.
Id like to know since enhanced dmg % is figured from on weapon first and off weapon second. What would the damage difference be from a balrog blade with 300 ed vs a regular plain balrog blade when wearing say armor that adds 300ed.

next whats the damage difference between a grief pb with damage +400 and the same on a 15ed base

what if I have a weapon containing 30 to max damage and nothing else vs the same weapon none to max dmg but a helm with 30 to max dmg.

next id like to throw in a factor most dont seem to bring up. I see all the debates as to whether min damage is better than max and its always about what that adds on a particular weapons damage and whether is original damage is high or low and seems the resulting consensus always leans to max adding more damage. But seems to me that min is unfairly getting discarded, as max dmg is the highest possible dmg per hit, but it doesnt always score the highest possible so its not accurately countable. minimum is achieved on every hit. say dmg is 10 to 20 on a weapon. you add 8 to max dmg its 10 to 28. in 5 hits you could be doing as low as 50 dmg or as high as 140. with 8 to min its 18 to 20, so in 5 hits you could do at least 90 or as much as 100. Well if you figure that average dmg to be right in the middle of its range, 50 to 140 is a 90 point range the middle of which is 45, so if we add 45 to 50 the avg dmg would be 95 for the max modifier. the middle of 90 to 100 is also 95, so in this instance they are perfectly equal arent they. Now if we throw in other numbers does this remain the same?

now for ias. what is the difference between say a 400 ed balrog blade and a 300 ed balrog blade with 40 ias in damage per second, because ias is everything right? In a perfect world sure it is, so making your damage 10 thousand per attack is not as good as 8 thousand per attack if you can attack 5 times a second with 8 vs 3 times with 10. Therefore no item by itself alone has better or worse value by its face value stats. So going by the numbers you see in your character stats damage field is not what you want to go by. correct?

Lastly, all this figuring is based on a perfect world where every attack scores a hit. Say you have a barb. Well strength adds damage so dump all to strength? Dexterity increases % chance to hit x monster. If this is 100 percent chance on a player that does half the damage of another whose chance is 50 then they kill at the same speed…right …not necessarily, that would be provided the attack the same number of times per second. Would not this make items that add attack rating more valuable than items adding dmg? and ias as well up to the breakpoint. I just wanted to also point out with this that dmg calculations alone should not so heavily determine the value of any item, nor should it reflect the ability of any character to eliminate enemies by its stats alone. Only the right combination of everything kill monsters fastest, and even then a good question is how long can you stay alive while doing so. There are combinations of common, non expensive items that I have found that in the right combination with certain choices of skills and base attributes that can have results you wouldnt have expected and can rival expensive cookie cutter builds. I just needed a little clarification on damage for some new ideas.

for damage, its pretty simple unless your dual wielding
everything is modified off the base damage of the weapon
to answer your greif question, no… the 15ED on the weapon will add basically nothing

however fort WILL work because it not on the weapon so it look for total weapon physical damage, the character sheet wont show this though
((dmgbasex%dmgweapon)+dmgflat)x%dmgoffhand

where damage offhand includes % from other non weapons and skills

https://d2runewizard.com/articles/mechanics/damage-calculation

a quick way tot ink of it is ( especially when duel wielding)

anything on a weapon will only the weapon itself,
anything on a different peice of gear will affect the character as a whole
so greif calculates the 15%ed off the terrible phase blade base stats then the + damage

fort will just take the physical damage already calculated of the weapon and multiply that

another important thing to know is that skills work like non weapon- gear
that is based off the weapon and is ADDED to the non weapons not multiplied

if your skill deals 200% extra damage skill and fort, its 500% from

if you have an extra 50% to undead its 550% vs undead and 500 vs non- undead

as for IAS
thats based on breakpoints and frames
diablo 2 runs at 25 frames per second

so if your basic attack is say 15 frames… you need a certain amount of IAS to reach 14 frames… and a another breakpoint to reach 13,12,11… etc until eventually you need something impossible like 500 to reach the next

if one item has 30 ias and the other has 40 it will only make a different if 40 reaches u the next breakpoint

every weapon type has a speed for each class

for ias breakpoint calculation you can use this

https://warren1001.github.io/IAS_Calculator/

to see all the breakpoints for every class

https://www.mannm.org/d2library/faqtoids/stattab_eng.html

the max chance to hit is 95%

but yes being able to hit your enemy is important.
if you have 25% accuracy… getting to 50% will double your damage on average

thats why things like angelic ring and amulet are used for the set bonus
and things like enchant are used

the attacking rating formula is based off your level and their level and your attack rating and their defense

eventually its too hard to maintain 95% accuracy so u just settle for like 85%

your asking a lot of fantastic and question, but hard to all summarize in 1 post

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Great post!

Some additions to hit chance.

Level difference is included in to hit calculation:

% Chance to hit = 100 * 2 * (alvl / (alvl+dlvl) ) * (AR / (AR+DR) )

alvl = level of attacking unit
dlvl = level of defending unit
AR = attack rating
DR = defense rating

So if you are level 80 and have 5000 AR, attacking a level 90 monster with 2000 DR:

% Chance to hit = 100 * 2 * (80 / (80+90) ) * (5000 / (5000+2000) ) = 67

If you gained 10 more levels, hit chance rises to 71%.

Following skills don’t require a hit check and always hit: Lightning Bolt, Guided Arrow, Lightning Fury, Smite used by a Paladin, Charge used by a monster

Magic weapons with the “Ignore Targed Defense” attribute ignore to hit calculation against normal monsters, rising your CtH (chance to hit) to the highest possible value of 95%. This does NOT work at champions, uniques and act bosses.

Following skills are very effective in reducing enemy DR:

-Inner Sight of a high level rogue merc reduces monster DR to near zero!
-Conviction aura used by a Paladin or from an Infinity polearm reduces DR by a percentage of up to 92%.

Spells like Fireball, Blizzard, Nova, Blessed Hammer, Tornado, Bone Spear etc don’t require to hit calculation. They always hit if they touch the monster hitbox.

Not much to add from what’s been said above but I figure I’d add in Enemy Resistance + Block. With respect to Resistance, depending upon the type of attack you do will determine what damage you do to a particular Enemy. If the enemy has 50% Resistance, then you will deal 50% of w/e your raw damage total happens to be. Any Resistance that is 100 or above means that Monster is IMMUNE to that type of Damage(will appear under their name so its quite easy to spot) and you will deal ZERO damage, regardless of how much damage you do of that particular type.

To break Immunity, it requires casting Amplify Damage or Decrepify for Physical Immunity, projecting Conviction Aura and/or casting Lower Resist Curse for Fire/Cold/Lightning Immunity and casting Lower Resist Curse for Poison Immunity. When breaking Immunity, such skills work at 20% effectiveness so a level 25 Conviction Aura that normally reduces Enemy Fire/Cold/Lightning Resistance by 150% would only debuff Enemy Resistance by 30%. Any Monster whose Physical Resistance is 120 or above cannot be broken; any Monster whose Fire/Cold/Lightning Resistance is 145 or above cannot be broken and any Monster whose Poison Resistance is 115 or above cannot be broken.

That is to say… until Blizzard introduced Sunder Charms… :roll_eyes: A Sunder Charm takes w/e the Monster’s Resistance is of that type and sets it to 95 if its 100+. Conviction Aura, Lower Resist Curse and Sorceress Cold Mastery all work at 20% effectiveness against “Sundered” Enemies(latter works at 100% when Resistance is below 100). Amplify Damage and Decrepify will work at 100% effectiveness since there exists no alternative means to lower Enemy Physical Resistance(hence Physical Sunder Charms are actually quite strong against Physical Immunes IF you can counteract their debuff). All sources of -Enemy Resistance on Gear(ex: Rainbow Facet Jewels or certain Runewords) work at 100% effectiveness so long as the Monster Resistance is less than 100. This includes Sundered Enemies, making -Enemy Resistance attribute insanely strong and a must-have for any class/build.

As for Block, its Target dependent but only applies to melee attacks, ranged attacks(particularly with a Physical component) and Throwing weapons. Certain exclusions apply of course, including Smite and Charge on Claw Vipers(hence those things are extremely dangerous. Makes great Revive candidates because of it). This mechanic basically makes Physical builds that much weaker to their Elemental counterparts(aka Casters) because they don’t have their raw damage being negated. You can deal 50k Zeal Damage but because of Block, it can be 0 55% of the time against Baal while a Fireball Sorceress can deal 20k per shot(that hits 100% of the time provided she doesn’t aim poorly) because Baal’s Fire Resistance is -35 thanks to their Merc’s Infinity.

Personally feel some skills that debuff Monsters of Defense ought to debuff them on their chance to Block. Amazon Pierce should grant it too, if only to make Bowzons a bit better. That and War Cry ffs… if Smite is unblockable, this freaking skill should be.

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one thing to add is things like -% targets defense ( like that found on an eth rune) do work against all enemies ( including uber bosses)

as well and rare modifiers like those on soul drainers that - minus defense per hit