# Comprehensive Damage Guide; A Modern DH's Perspective

What is Additive/Multiplicative Damage; A Modern DH’s Perspective

This remastered guide is based on a guide written by TastySoup

Hey everyone! TastySoup found an old archive of his damage calculation guide! It’s a bit out of date, Patch 2.6.0, but I will be editing this guide to bring it up to speed with the current patch. I have overhauled the formatting to use the new forum features (e.g. summary/details tabs, embedded links, image icons, etc.), so it should be a lot more fun to read!

This guide is going to go over what additive and multiplicative damage means, how it affects the demon hunter when gearing, list all of the different damage buffs in their respective categories, and explain why people choose specific pieces of gear over others when the bonus damage appears to be less. We’ll also include a FAQ answering such questions.

Current Version = Patch 2.7.1

Notation in the following sections:
= Solo Bonus (benefits your character only)
= Party Bonus (benefits entire group)

The term “Additive Damage” is used to describe damage bonuses 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.

In this guide, all forms of additive damage sum together to make a single multiplier. Although they are all combined together, we categorize them into three types:

... 1.1 Type A Multiplier (additive) - Damage Increased by Skills

Type A Multipliers are damage modifiers that increase your character’s damage, these are also sometimes abbreviated D.I.B.S. (Damage Increased by Skills) and are reflected in your character’s details tab and DPS.

Archery (passive): +8% damage while equipped with a bow

Big Bad Voodoo - Slam Dance (skill): +15% damage while active

Harrington’s Waistguard (belt): +100~130% damage while active

Hexing Pants of Mr. Yan (pants): +25% damage while moving (-25% damage while not moving)

Hysteria (follower skill): +3% damage while active

Taeguk (gem): +n*(2.00+0.04*Lv)% damage with n stacks (max 10)

Unity (passive): +5% damage for every Monk with a different active aura, while the passive is set (max 15%)

… 1.2 Type B Multiplier (additive) - Monster Debuffs

Type B Multipliers are those that affect each monster on an individual basis and increases damage dealt to them, but they don’t directly increase your character’s damage. As an aside, Thorns damage behaves differently in that the sum of Type B multipliers is multiplicative instead of additive with Types A and C.

Blizzard - Lightning Storm (skill): +15% lightning damage to affected enemies

Calamity (hand crossbow): +15% damage to a single marked enemy (bugged item)

Cleave - Gathering Storm (skill): +10% damage to affected enemies

Cold Blooded (passive): +10% damage to affected enemies

Crippling Wave - Breaking Wave (skill): +10% damage to affected enemies

Energy Twister - Gale Force (skill): +15% fire damage to affected enemies

Erosion (Enchantress skill): +10% damage to affected enemies

Exploding Palm - The Flesh is Weak (skill): +15% damage to affected enemies

Frost Nova - Bone Chill (skill): +33% damage to affected enemies

Gem of Efficacious Toxin (gem): +10% damage to affected enemies (rank 25+)

Hex - Jinx (skill): +15% damage to affected enemies

Hex - Toad of Hugeness (skill): +15% to affected enemies

Mantra of Conviction (skill): +8~16% damage to affected enemies

Marked for Death (skill): +15% damage to affected enemies

Odyssey’s End (bow): +100~150% damage to affected enemies

Onslaught (Templar skill): +10% damage to affected enemies

Overwhelming Desire (amulet): +35% damage to charmed enemies

Piercing Shot (Scoundrel skill): +10% damage to affected enemies (this is a new skill in 2.7.0 and does not have a link yet)

Piranhas (skill): +15% damage to affected enemies

Ray of Frost - Snow Blast (skill): +15% cold damage to affected enemies

Rend - Mutilate (skill): +10% damage to affected enemies

Shield Glare - Divine Verdict (skill): +20% damage to affected enemies

Slow Time - Time Warp (skill): +15% damage to affected enemies

Strongarm Bracers (bracers): +20~30% damage to affected enemies

Threatening Shout - Falter (skill): +25% damage to affected enemies (+50% with Horde of the Ninety Savages (set) 2-piece bonus)

… 1.3 Type C Multiplier (additive) - Individual Skill Modifiers

Type C Multipliers increase the damage of an individual skill and often have an affix worded similar to: “Increases <skill> Damage by x%”. Typically x% ranges on items range from 10% to 15% but in some special items it can reach higher. Note: Companion and Sentry skill damage are exceptions and are multiplicative (see the section on exclusive multipliers).

Increases Bolas Damage by x%: affix found on belts, pants, and quivers

Increases Cluster Arrow Damage by x%: affix found on boots, helms, and quivers

Increases Chakram Damage by x%: affix found on boots, helms, and quivers

Increases Elemental Arrow Damage by x%: affix found on boots, helms, and quivers

Increases Evasive Fire Damage by x%: affix found on belts, pants, and quivers

Increases Entangling Shot Damage by x%: affix found on belts, pants, and quivers

Increases Fan of Knives Damage by x%: affix found on chests, quivers, shoulders, and legacy Sash of Knives (belt)

Increases Grenade Damage by x%: affix found on belts, pants, and quivers

Increases Hungering Arrow Damage by x%: affix found on belts, pants, and quivers

Increases Impale Damage by x%: affix found on boots, helms, and quivers

Increases Multishot Damage by x%: affix found on boots, helms, and quivers

Increases Rapid Fire Damage by x%: affix found on boots, helms, and quivers

Increases Rain of Vengeance Damage by x%: affix found on chests, quivers, shoulders, and Natalya’s Slayer (hand crossbow)

Increases Spike Trap Damage by x%: affix found on chests, quivers, shoulders

Increases Strafe Damage by x%: affix found on boots, helms, quivers, K’mar’s Tenclip (hand crossbow), and Valla’s Bequest (hand crossbow)

Increases Vengeance Damage by x%: affix found on chests, quivers, shoulders

Wojahnni Assaulter (crossbow): provides up to +3000% to Rapid Fire

2.0 Multiplicative/Exclusive Damage

The term “Multiplicative Damage” is used to describe damage bonuses that are typically not summed with any other bonuses, only within the same category, 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.

… 2.1 Type D Multiplier (multiplicative) - Elemental Damage

Type D Multipliers are generally of the form: “<Element> skills deal x% more damage” multipliers. These damage modifiers will only affect your damage if you use a skill of the same element listed on the item. It’s worth mentioning that the Stone of Jordan has a unique effect: it sets all of your class’s usable elemental bonuses equal to your highest elemental bonus. Also, as of patch 2.7.0, the Enchantress now has the skill Amplification which adds up to 10% to all elemental damage types.

As an aside, the Mask of Jeram is currently bugged and its bonus is added all elements for pet damage.

<Element> skills deal x% more damage: affix found on amulets, bracers, Amplification (Enchantress Skill), Andariel’s Visage (helm), Blackthorne’s Jousting Mail (pants), Holy Point Shot (quiver), Lidless Wall (shield), Stone of Jordan (ring), and Swamp Land Waders (pants)

Cold skills deal x% more damage: affix found on Etrayu (bow) and Frostburn (gloves)

Fire skills deal x% more damage: affix found on Balefire Caster (hand crossbow), Cindercoat (chest), and Magefist (gloves)

Lightning skills deal x% more damage: affix found on Odyn Son (mace), Thundergod’s Vigor (belt), and Uskang (bow)

Physical skills deal x% more damage: affix found on Doombringer (sword)

… 2.2 Type E Multiplier (multiplicative) - Elite and Species Damage

Type E Multipliers are related to species (Beasts, Demons, Humans, Undead) and status (Elite, Boss). These damage modifiers are added up separately by category and multiplied together (if a target is in multiple categories).

+x% Damage to Beasts: affix found on Monster Hunter (sword) and Pig Sticker (dagger)

+x% Damage to Bosses: affix found on Bane of the Stricken (gem) (Note: all bosses are also elites)

+x% Damage to Demons: affix found on Demon’s Hide (set), Sever (sword), and Tyreal’s Might (chest)

+x% Damage to Elites: affix found on weapons, quivers, Aughild’s Authority (set), Bane of the Powerful (gem), Blackthorne’s Battlegear (set), Stone of Jordan (ring), Sun Keeper (mace), and Unity (ring)

+x% Damage to Humans: affix found on Pig Sticker (dagger)

+x% Damage to Undead: affix found on Deadeye (hand crossbow) (Note: this is a level 41 item)

… 2.3 Type F, G, H, I… Multipliers (multiplicative) - Exclusive Multipliers

The remaining types of multipliers are multiplicative and each is in its own category and will multiply itself against the entire equation. These are called exclusive because they do not sum together with any other buffs; they are raw multipliers to your damage for the appropriate situation or skill.

Ambush (passive): x1.4 damage to enemies above 75% health

Aughild’s Authority (set): x1.3 damage from 2-piece bonus

Augustine’s Panacea (quiver): x(3.0~3.5) damage to Elemental Arrow (skill) (each rune effect is different)

Ballistics (passive): x2.0 damage from rockets

Bane of the Powerful (gem): x1.2 damage while active

Bane of the Stricken (gem): x[1.0 + n*(0.008 + 0.0001*Lv)] damage (add up n stacks before multiplying)

Bane of the Trapped (gem): x(1.15 + 0.003*Lv) damage to control-impaired enemies

Bastions of Will (set): x1.5 damage while active after using a resource generator

Bastions of Will (set): x1.5 damage while active after using a resource spender

Captain Crimson’s Trimmings (set): x(1.0 + CDR) damage from 3-piece set based on total cooldown reduction

Companion (skill): x(1 + Companion%) damage (add up all bonuses) to all Companion-based attacks (an exception to generic skill damage bonuses)

Companion - Raven (skill): x6.0 damage on the Raven’s first attack after activation

Companion - Wolf (skill): x1.15 damage while active

Companion Multiplier: x(Player Attacks per Second) damage to Companion (Note: Tasker and Theo increases their attack speed instead of this multiplier)

Convention of Elements (ring): x(2.5~3.0) damage to skills of corresponding element

Critical Hit Multiplier: x(1 + CHC*CHD) damage (averaged) and directly multiplies damage-over-time effects (e.g. Impale - Chemical Burns (skill)) with Critical Hit Chance (CHC) and Critical Hit Damage (CHD)

Cull the Weak (passive): x1.2 damage to chilled or slowed enemies

Danetta’s Hatred (set): x9.0 damage to Vault (skill) - Trail of Cinders or Action Shot runes

Dexterity Multiplier: x(1.0 + Dexterity/100) damage

Dead Man’s Legacy (quiver): x(2.5~3.0) damage to Multishot (skill) including rockets from Arsenal rune, also doubles number of hits to enemies under 60% health

Depth Diggers (pants): x(1.8~2.0) damage to Primary skills

Embodiment of the Marauder (set): x5.0 damage from 4-piece bonus to all attacks generated from sentries

Embodiment of the Marauder (set): x(1.0 + n*120.0) damage from 6-piece bonus to specified skills used by the player with n active sentries

Emimei’s Duffel (quiver): x(2.5~2.75) damage to Bolas (skill)

Endless Walk (set): x(1.0~2.0) damage (varies with movement)

Enforcer (gem): x(1.15 + 0.003*Lv) damage from pets (including all attacks from Sentry (skill))

Gears of Dreadlands (set): x(1.0 + n*0.1) damage from 2-piece bonus with n as the number of seconds remaining of momentum (n can be fractions of a seconds)

Gears of Dreadlands (set): x151 damage from 6-piece bonus to Primary skills

Hellcat Waistguard (belt): x(1.0 + n*0.5) damage to grenades (all types) on nth bounce, final bounce is x9 multiplier instead

Holy Point Shot (quiver): x(1.75~2.0) damage to Impale (skill)

Hunter’s Wrath (belt): x(2.5~3.0) damage to Primary skills, also multiplies their attack speed by x1.3

Legacy of Dreams (gem): x[1.0 + n*(0.0375 + 0.0375*Lv)] damage with n legendary items equipped and no set bonuses active (ancient items count double if gem rank is 25+)

Legacy of Nightmares (set): x(1.0 + n*7.5) damage with n ancient items equipped and no other set bonuses active

Leonine Bow of Hashir (bow): x(2.0~2.5) damage to Bolas (skill)

Lord Greenstone’s Fan (dagger): x[1.0 + n*(3.0~4.0)] damage to Fan of Knives (skill) after n seconds (max 30 stacks)

Mantle of Channeling (shoulders): x(1.2~1.25) damage while channeling Rapid Fire (skill) or Strafe (skill)

Natalya’s Vengeance (set): x2.0 damage from 4-piece bonus to Rain of Vengeance (skill) and Crashing Rain (belt) effect

Natalya’s Vengeance (set): x141.0 damage from 6-piece bonus while active

The Ninth Cirri Satchel (quiver): x(5.5~7.0) damage to Hungering Arrow (skill), also sets pierce chance to 100%

Oculus Ring (ring): x(1.70~1.85) damage while inside circle

Sentry (skill): x(1 + Sentry%) damage (add up all bonuses) to all sentry-based attacks (an exception to generic skill damage bonuses)

The Shadow’s Mantle (set): x61.0 damage from 2-piece bonus while equipped with a melee weapon

The Shadow’s Mantle (set): x101.0 damage from 6-piece bonus to first hit from Impale (skill)

Simplicity’s Strength (gem): x(1.25 + 0.005*Lv) damage to Primary skills

Squirt’s Necklace (amulet): x(1.0 + n*0.1) damage with n active stacks (max 10 stacks)

Sword of Ill Will (sword): x[1.0 + n*(0.010~0.014)] damage to Chakram (skill) with n points of current Hatred

Steady Aim (passive): x1.2 damage while no enemies within 10 yards

Unhallowed Essence (set): x1.6 damage from 4-piece bonus while active

Unhallowed Essence (set): x(1.0 + n*3.5) damage from 6-piece bonus to specified skills with n points of current Discipline

Vengeance (skill): x1.4 damage while active

Zei’s Stone of Vengeance (gem): x[1.0 + ceil(d/10)*(0.04 + 0.0008*Lv)] damage to enemies based on distance d rounded up to nearest 10 yards (max 50) (Note: the maximum bonus of is attained at d > 40 yards)

3.0 Interaction of Damage Multipliers

Now that we have defined the various types of damage multipliers, here we will show how they combine to boost your character’s damage in various situations (e.g. specific skills, against certain targets, with various items).

… 3.1 How do the same bonuses on different pieces of gear combine?

In general, all bonuses of the same Type add together before you multiply. Think of it as an implicit parenthesis in the equation, totaling up the multiplier before applying it.

• Example 1: if you have “Increases Strafe Damage by 12%” (Type C) on your quiver, 13% on your boots, and 15% on your helm. These will be combined like this:

Strafe Damage Bonus = 12% + 13% + 15% = 40%

If no other Type A, B, or C, multipliers are present, then your Strafe damage is multiplied by (1 + 40%) = 1.4 in this case.
… 3.2 How do two of the same Type of bonus interact?

Depending on the type of multiplier, they either add together, or multiply separately. For types A, B, and C, multipliers, the total bonuses are combined additively first.

• Example 1: if Hexing Pants of Mr. Yan (Type A) with a 22% bonus and a level 84 Taeguk (Type A) are used while moving and channeling to 10 stacks, these will be combined like this:

Hexing Pants Bonus = +22%
Taeguk Bonus = +10*(2.00 + 0.04*84)% = +10*5.36% = +53.6%
Total Bonus = 22% + 53.6% = 75.6%

If no other Type A, B, or C, multipliers are present, then your damage is multiplied by (1 + 75.6%) = 1.756 in this case.

• Example 2: if a target has been applied Marked for Death (Type B) and has been recently knocked back while using Strongarm Bracers (Type B) with a 27% bonus, these will be combined like this:

Marked for Death Bonus = +15%
Strongarm Bracers Bonus = +27%
Total Bonus = 15% + 27% = 42% = 1.42x damage

If no other Type A, B, or C, multipliers are present, then damage is multiplied by (1 + 42%) = 1.42 to the afflicted target in this case.
… 3.3 How are Types: A, B, and C multipliers combined?

As alluded to earlier, Type A, B, and C, multipliers combine additively meaning the bonuses from each are added together forming one large multiplier. Because of this, it is very important to learn of these Types of multipliers in various solo or group settings to understand when to change your setup for optimal damage output.

• Example 1: if attacking a target which has been afflicted with Rend - Mutilate (Type B) and Threatening Shout (Type B) from a Barbarian (with the Horde of the Ninety Savages 2-piece set bonus) with Cluster Arrow with “Increases Cluster Arrow Damage by 13%” (Type C) on the helm, while using Archery (Type A) with a bow equipped, then multipliers will be combined like this:

Archery Bonus = +8%
Rend - Mutilate Bonus = +10%
Threatening Shout Bonus = +25%*2 = +50%
Cluster Arrow Skill Bonus = +13%
Total Bonus = 8% + 10% + 50% + 13% = +81% = 1.81x damage

If no other Type A, B, or C, multipliers are present, then damage is multiplied by (1 + 81%) = 1.81 to the afflicted target in this case.
… 3.4 How are Types: D, E, F… multipliers used in an equation?

These aforementioned multipliers will be used as individual multipliers and applied multiplicatively with everything else. As before, remember to add together the same bonuses before you multiply.

• Example 1: if attacking a target with a Cold skill while equipping an amulet with “Cold skills deal 18% more damage” (Type D) and using Frostburn (Type D) in Kanai’s Cube, the total Cold damage multiplier can be calculated as shown:

Amulet ColdDamage Bonus = 18%
Frostburn Cold Damage Bonus = 20%
Total Bonus = +38% = 1.38x damage

And unlike the cases with the additive multipliers, this Cold skill bonus will be multiplicative with every source of Cold damage form your character! Each element has it’s own multiplier and you must combine those separately. Your Cold skills have their damage multiplied by (1 + 38%) = 1.38 in this case.

• Example 2: if attacking a target with a Fire skill while equipping an amulet with “Fire skills deal 16% more damage” (Type D), equipping a Stone of Jordan which has “Cold skills deal 17% more damage” (Type D), and Frostburn (Type D) in Kanai’s Cube, the total Fire damage multiplier can be calculated as shown:

Amulet Fire Damage Bonus = 18%
Stone of Jordan Cold Damage Bonus = 17%
Frostburn Cold Damage Bonus = 20%
Total Bonuses = 18% to Fire, 37% to Cold
Highest Elemental Bonus = +37% = 1.37x damage to all elements

This example is a bit tricky in that you will have different levels of each elemental bonus; however, the Stone of Jordan’s ability will set each elemental bonus to your highest one (Cold in this case since it was 37%). Thus all your skills will have their damage multiplied by (1 + 37%) = 1.37 in this case due to the Stone of Jordan effect.

• Example 3: if attacking an Elite target with a Physical skill while equipping an amulet with “Physical skills deal 18% more damage” (Type D), an Andariel’s Visage with “Physical skills deal 17% more damage” (Type D), and a rank 25 Bane of the Powerful (Type E) after killing an elite thus activating the gem (Type F), the total damage multiplier can be calculated as shown:

Amulet Physical Damage Bonus = 18%
Andariel’s Visage Physical Damage Bonus = 17%
Bane of the Powerful Elite Damage Bonus = 15%
Bane of the Powerful Damage Bonus = 20%
Total Bonus = (1+18%+17%)*(1+15%)*(1+20%) = 1.35*1.15*1.20 = 1.863x damage

This example combines separate multiplicative multipliers of different Types together to form a single multiplier. More effects can be included by simply multiplying the appropriate multiplier in the equation.
… 3.5 How does combining everything together work?

For a realistic example, we will consider a complete character build with all items equipped, skills active, and go through the calculation step-by-step. We will use my current season 22 GoD6/CC3 Hungering Arrow setup as the base and list each item and skill one-by-one. Since my character will change over time, we will use this snapshot of the build and list each item’s relevant attributes to damage here.

This example pertained to season 22 which granted 4 Kanai’s Cube slots. Thus the GoD6/CC3 build is defunct and non-competitive after losing the Depth Diggers in the 4th cube slot.

 The Ninth Cirri Satchel Yang's Recurve 1838–2938 Damage (includes +8% modifier and base damage) +950 Dexterity +130% Critical Hit Damage +726 Dexterity Critical Hit Chance Increased by 10.0% Hungering Arrow deals 584% increased damage +695 Dexterity Critical Hit Chance Increased by 6.0% Reduces cooldown of all skills by 12.5% +447 Dexterity Reduces cooldown of all skills by 8.0% +571 Dexterity +643 Dexterity Critical Hit Damage Increased by 47.0% Critical Hit Chance Increased by 10.0% Reduces cooldown of all skills by 8.0% +431 Dexterity Increases Hungering Arrow Damage by 15% +621 Dexterity +493 Dexterity Increases Hungering Arrow Damage by 14% Cold skills deal 20% more damage +439 Dexterity Critical Hit Chance Increased by 6.0% +458 Dexterity Critical Hit Damage Increased by 44.0% Critical Hit Chance Increased by 5.0% +105–187 Damage Critical Hit Damage Increased by 28.0% Critical Hit Chance Increased by 6.0% Cold skills deal 20% more damage +666 Dexterity Critical Hit Chance Increased by 73.0% Reduces cooldown of all skills by 5.0% Increases the damage of primary skills by 75.00% Gain 6.00% increased damage for 1.5 seconds when you spend resource on a channeled skill. This effect stacks up to 10 times. Increase damage against enemies under the effects of control-impairing effects by 45.00% Required for build, but no direct effect on damage Your primary skills attack 30% faster and deal 200% increased damage Required for build, but no direct effect on damage Primary skills that generate resource deal 100% additional damage

Additionally, the following set bonuses are relevant for damage multipliers:
• Bastions of Will (2) set: When you hit with a resource-generating attack or primary skill, deal 50% increased damage for 5 seconds.
• Bastions of Will (2) set: When you hit with a resource-spending attack, deal 50% increased damage for 5 seconds.
• Captain Crimson’s Trimmings (2) set: Reduces cooldown of all skills by 20.0%.
• Captain Crimson’s Trimmings (3) set: Damage dealt is increased by your percentage of cooldown reduction.
• Gears of Dreadlands (2) set: Gain 4 seconds of Momentum when attacking with a Primary skill, at a maximum duration of 20 seconds. Your Primary skills deal 10% increased damage per second of Momentum.
• Gears of Dreadlands (6) set: Your primary skills deal 10,000% increased damage.

Finally, the skills and passives used in this build are:

Lastly, we need the base weapon damage, total amount of Dexterity, and cooldown reduction (for Captain Crimson's Trimmings).

Base Damage Calculation:

• Weapon Damage (incl. 8% and base damage) = 1838–2938
• Ring Damage = 105–187

Total Damage = 1943–3125

Dexterity Calculation:

• Base Dexterity at level 70 = 217
• Dexterity from items = 950 + 726 + 695 + 447 + 571 + 643 + 431 + 621 + 493 + 439 + 458 + 666 = 7140
• Dexterity from paragon (1711) = 5*1061 = 5305

Total Dexterity = 217 + 7140 + 5305 = 12662

Cooldown Calculation:

• Helm 12.5% reduction = (1 - 12.5%) = 0.875x cooldown
• Shoulders 8.0% reduction = (1 - 8.0%) = 0.92x cooldown
• Gloves 8.0% reduction = (1 - 8.0%) = 0.92x cooldown
• Amulet 5.0% reduction = (1 - 8.0%) = 0.95x cooldown
• Paragon 10.0% reduction = (1 - 10.0%) = 0.90x cooldown
• Captain Crimson’s Trimmings (2) set 20.0% reduction = (1 - 20.0%) = 0.80x cooldown

Total Cooldown = 0.875*0.92*0.92*0.95*0.90*0.80 = 0.5065704x
Total Cooldown Reduction = 1 - 0.5065704 = 0.4934296 = 49.34%

Now comes the fun part, tallying up all the different bonuses in their respective categories and multiplying everything together.

Type A Multipliers:

• Taeguk Bonus Damage at 10 stacks = 60%

Type B Multipliers:

• None in this setup

Type C Multipliers:

• Hungering Arrow Damage (pants) = 15%
• Hungering Arrow Damage (belt) = 14%

Total Additive Damage Bonus = (1+60%+15%+14%) = 1.89x damage

Type D Multipliers:

• Cold Damage (bracers) = 20%
• Cold Damage (amulet) = 20%

Total Cold Damage Bonus = (1+20%+20%) = 1.4x damage

Type E Multipliers:

• None in this setup

Type F, G, H, … Multipliers:

• Hungering Arrow Base Damage = 155% = 1.55x damage
• Dexterity Bonus = (1 + 12662*0.01) = 127.62x damage
• Ninth Cirri Satchel Damage +584% = 6.84x damage
• Simplicity’s Strength Damage +75% = 1.75x damage
• Bane of the Trapped Damage +45% = 1.45x damage
• Hunter’s Wrath Damage +200% = 3.0x damage
• Depth Diggers Damage +100% = 2.0x damage
• Bastions of Will (2) set (generator) Damage +50% = 1.5x damage
• Bastions of Will (2) set (spender) Damage +50% = 1.5x damage
• Captain Crimson’s Trimmings (3) set Damage +49.34% = 1.4934x damage
• Gears of Dreadlands (2) set Damage +200% = 3.0x damage
• Gears of Dreadlands (6) set Damage +10000% = 101.0x damage
• Companion Wolf +15% = 1.15x damage
• Vengeance +40% = 1.4x damage
• Cull the Weak +20% = 1.2x damage
• Ambush +40% = 1.4x damage

Combined Multiplier (Types A, B, C, D,…) = 150,103,262.82x damage

Now we factor in the base damage range we computed (1943–3125) and we get that our Hungering Arrow will hit targets initially for around 292–469 billion without a critical hit and no pierces.

To calculate a critical hit, we need to total up the Critical Hit Damage modifier (422% in this case = 5.22x damage) and multiplying it to the damage range.

Finally, for pierces with Devouring Arrow, the skill provides yet another multiplier starting at 1.0, then increasing to 1.7, 2.4, 3.1, etc. as the arrow pierces more targets.

… 3.6 How do items compare for considering an upgrade?

It’s not often you will find a strict upgrade to damage, toughness, healing, movement, etc. all at once making the decision trivial. When comparing items, it’s important to consider the item and your entire build with all the different multipliers. Then you must weigh the various aspects in their importance to you; for a hardcore character, toughness is often a higher priority.

For an example, we will consider the full build outlined in the previous section and pretend we found a new The Ninth Cirri Satchel with the following stats for comparison:

The Ninth Cirri Satchel (current) The Ninth Cirri Satchel (new)
• +726 Dexterity
• +629 Vitality
• Critical Hit Chance Increased by 10.0% (rerolled)
• Attack Speed Increased by 16%
• Chance to Deal 17% Area Damage on Hit
• Hungering Arrow deals 584% increased damage
• +9 Maximum Discipline
• Ancient
• +877 Dexterity
• +951 Vitality
• Critical Hit Chance Increased by 8.5%
• Attack Speed Increased by 18%
• Increases Hungering Arrow Damage by 15% (rerolled)
• Hungering Arrow deals 560% increased damage
• +33% Extra Gold from Monsters

At first glance, it isn’t obvious which item is better. But we can examine the difference step-by-step and combine the relative damage multipliers as quotients of multipliers.

Dexterity Comparison

• Current Dexterity Multiplier = 12662 = (1 + 12662*0.01) = 127.62x damage
• New Dexterity Multiplier = 12813 = (1 + 12813*0.01) = 129.13x damage
• Ratio of Damage = 129.13 / 127.62= 1.0118

Thus the new quiver provides 1.0118x damage relative to the old based only on Dexterity.

Critical Hit Comparison

• Current Critical Hit Damage = +422%
• Current Critical Hit Chance= 53.0%
• Current Average Critical Hit Multiplier = (1 + 0.530*4.22) = 3.2366x
• New Critical Hit Chance= 51.5%
• New Average Critical Hit Multiplier = (1 + 0.515*4.22) = 3.1733x
• Ratio of Damage Multiplier = 3.1733 / 3.2366 = 0.9804

Thus the new quiver provides 0.9804x damage relative to the old based only on the averaged Critical Hit Bonus.

Increases Hungering Arrow Damage Comparison

• Current Additive Damage Multiplier = 1.89x
• New Additive Damage Multiplier = (1.89 + 0.15) = 2.04x
• Ratio of Additive Damage Multiplier = 2.04 / 1.89 = 1.0794

Thus the addition of the “Increases Hungering Arrow Damage by 15%” roll provides about 1.0794x as much damage relative to the old based only on the additive skill damage.

Ninth Cirri Satchel Legendary Power Comparison

• Current Ninth Cirri Satchel Multiplier = (1 + 584%) = 6.84
• New Ninth Cirri Satchel Multiplier = (1 + 560%) = 6.60
• Ratio of Additive Damage Multiplier = 6.60 / 6.84 = 0.9649

Thus the new quiver provides about 0.9649x as much damage relative to the old based only on the legendary secondary roll.

Now we can compare the relative damage by multiplying these ratios together: 1.0118*0.9804*1.0794*0.9649 = 1.03219, thus this new quiver will provide approximately +3.2% DPS more than the current quiver!

BUT there are additional some caveats!

1. We ignored area damage! While the new quiver will provide more damage to a single target, it might be okay if we have enough area damage elsewhere in our build. Area Damage is outside the scope of this guide as it requires a lot more explanation. A very good Area Damage guide by sVr can be found here.
2. The new quiver is ancient! Thus it is capable of being augmented. This means that an even higher Dexterity total is possible. For example, adding in a rank 100 Caldesann’s Despair (Dexterity) augment will further boost the Dexterity by 500.
3. We ignored the attack speed!? For the Gears of Dreadlands (set) build, attack speed is not as important due to the internal cooldown of the 4-piece set bonus. In short, unless a specific breakpoint is desired, a few percent of attack speed won’t change anything.
4. We ignored the toughness and utility affixes? It is true that the new quiver lacks the Maximum Discipline of the old one, but it may or may not be a deal breaker depending on your build. If this quiver was to be used in an Unhallowed Essence (set) build, then it would matter a lot!

There was a lot to digest in this thread so here we will answer some of the more common questions we expect, but this section may be amended over time with further questions and answers.

... 4.1 Why separate all the Types of damage multipliers?

While we could have merged Type A, B, and C, multipliers into one category (since they sum together), we wanted to separate them based on how they interact in the game. Also, as mentioned earlier, Thorns calculations are an exception in that Type B multipliers are multiplicative instead (after summing up debuffs).

Only Type A multipliers will affect your character’s sheet DPS (shown in profile or inventory screens). Next, Type B multipliers are debuffs applied to targets, and do not directly boost your character. Type C multipliers are for specific skills and also are not reflected on your character’s sheet DPS.

For the multiplicative multipliers, we wanted to separate the Type D (elemental) and Type E (species) multipliers as they are common on almost every build for every class but are not as specific as the set bonuses or legendary powers.

... 4.2 Why should I get any additive damage at all?

While it is true that additive damage multipliers less desirable, it really depends on the numbers! The additive damage multiplier is multiplicative with all your damage after you totaled the Type A, B, and C, multipliers.

Just remember to keep group buffs in mind as most are additive. So for example, a Taeguk (gem) may be quite good in a solo situation due to the large multiplier, but if in a party with a support Demon Hunter using Odyssey’s End (bow) and Entangling Shot, the relative benefit of the Taeguk is largely diminished since the support Demon Hunter will provide up to +150% additive damage to the multiplier!

... 4.3 If my additive damage is already very high should I stack more?

As before, this depends on how much additive damage you already have from the sum of Type A, B, and C, bonuses. In many cases, adding more doesn’t hurt if it doesn’t cost something else which is more important.

For example, adding “Increases Multishot Damage by 15%” on your boots is good, even with large additive bonuses elsewhere. The reason is that the opportunity cost for the affixes on boots is quite low if you already have Dexterity, Vitality, and Resistance to All Elements on them.

On the other hand, the most extreme case of additive damage is from the Wojahnni Assaulter (crossbow) when using Rapid Fire. Since the additive damage bonus is so extreme at +3000%, any other Type A, B, or C, bonuses are almost irrelevant! Adding “Increases Rapid Fire Damage by 15%” on your boots will provide at most a measly +0.5% DPS boost!

Hopefully, the developers will fix this bug and give the Wojahnni Assaulter a separate multiplicative modifier like almost all other legendary bonuses.

... 4.4 What about the "+x–y Damage" affix on jewelry?

As shown in the fully-analyzed example in section 3.5, the “+x–y Damage” (also known commonly as “average damage”) affix which is found on rings, amulets, and offhands for other classes, is added to your weapon’s damage range after modifying the weapon with any % modifiers.

In our earlier example, the Yang’s Recurve had a “+8% Damage” affix which affects the base damage and added damage of the weapon which totaled to
1838–2938. This is the damage range is listed on the weapon itself below the “Damage Per Second” text. Then applying the +105–187 Damage on the Restraint ring yields a total damage range of 1943–3125. This range is what is used as the base before applying all the multipliers.

It’s worth noting that Rubies in weapons will add to the weapon’s damage before any “+x% Damage” modifier but will not apply to both weapons when dual wielding. The “+x–y Damage” on rings and amulets will apply to both weapons when dual wielding.

... 4.5 What about the Season 24 ethereal weapons?

The ethereal weapons introduced for season 24 have a variety of new ability affixes on them. For Demon Hunters in particular, the new affixes are:

• +X% to all Demon Hunter skills
This affix works as a separate multiplicative multiplier (Type F) but has the unique (and confusing) property that it does reflect upon a character’s sheet damage (like the Type A multipliers), leading to some very inflated DPS values! This multiplier does not show on the character’s details tab as damage increased by skills though (as other Type A multipliers would).
• +X% to all Archery skills
This affix on the ethereal Windforce works as a separate multiplicative multiplier (Type F) but only applies to the skills: Strafe, Multishot, Cluster Arrow, and Rain of Vengeance. It does not reflect on a character’s DPS value and thus will make the weapon appear to be weaker when equipped compared to the other two Demon Hunter ethereal weapons.
• +1 to Maximum damage per Paragon Level up to 800
This affix works as if it was a “+x-y Damage” on jewelry, as if it was +0-800 Damage at 800+ paragon. It is not reflected on the weapon’s damage values and does not benefit from a weapon’s “+% Damage” modifier (like a ruby would). Roughly, the +800 maximum damage equates to about 2.5 ancient “+x-y Damage” affixes found on jewelry (+0-800 is about equal to +267-533).

Also, all of the ethereal weapons (for all classes) have a hidden physical damage roll built into them which is modified further by the “+% Damage” modifier. This is the reason the ethereal weapons can reach very large damage ranges; in particular the ethereal Buriza-Do Kyanon can attain over 4300 DPS! All other affixes found on the ethereal Demon Hunter weapons should be self-explanatory.

... 4.6 How does Area Damage work?

This is a complex mechanic in game where every attack that is able to proc Area Damage will have a 20% chance to apply a portion of the final damage (after all multipliers) to monsters within range. As a rule of thumb, for most Demon Hunter builds, try to aim for at least +110% Area Damage via paragon, shoulders, gloves, weapon, quiver, and/or rings; do not use Area Damage on amulets as there are more important affixes there. Exceptions to this include support (zDH) or Rift Guardian Killer (RGK) Demon Hunter builds where you want zero Area Damage (to reduce server lag in a group).

In short, it is a very strong affix which usually scales quadratically with density, meaning you hit n targets within a tight range, you can expect the total damage dealt to the group to scale with n squared. For some skills such as Hungering Arrow - Devouring Arrow, the scaling used to be cubic due to the attack becoming stronger with more pierces; however, since patch 2.7.0 introduced a pierce cap to the Ninth Cirri Satchel, the scaling is now linear. We have another thread discussing this scaling.

Since Area Damage requires a lengthy explanation, we will omit that from the scope of this guide. As mentioned before, a very good Area Damage guide written by sVr is on Maxroll.gg’s website.

... 4.7 Is there an easy tool I can use to calculate everything?

Doing the entire calculation by hand every time is extremely fun and fulfilling, but if you must insist on using a calculator, we recommend the D3Planner tool which has recently been incorporated into the new Maxroll.gg website. This well-made tool can even import your character’s items and build!

In the distant past, a community member named Dawg6 made a very useful web-based damage calculator for DH where you could import your profile and simulate various aspects. This tool is still available here but has not been maintained since patch 2.6.5.

As mentioned before, the new Maxroll.gg website contains a lot of great resources for learning more about the subtle aspects the game and various build guides for all classes.

Another common website that is popular with newer players is: Icy-Veins. This website is mostly focused on listing various builds for each class and is updated every season. While it is mostly accurate, be mindful of some subtle issues in certain guides. For example, they recommend “Increases Rapid Fire Damage by x%” on equipment for LoD Rapid Fire (guide) which as we discussed earlier, provides an insignificant boost given the massive Wojahnni Assaulter’s additive multiplier.

5.0 Summary and Conclusion

When trying to maximize damage it is best to know which category each of the 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.

6.0 Special Thanks and Acknowledgements

We would like to thank the original inspirations for TastySoup’s original guide What is Additive/Multiplicative Damage a Demon Hunter’s Perspective which was recently salvaged from the deleted old battle.net forum. For the original guide we would like to thank:

• Dawg6 for creating the DH calculator tool
• Lind for finding the original threads from archived websites
• Void, Neuron, Jako, and Nubtro for various guides on old forums

For this new updated guide, we would like to thank:

• The Prime Assassins (TPA) clan for assistance in testing several changes
• The Maxroll.gg and D3Planner teams for their great website and tools
• Northwar for a correction regarding Companion (skill) damage and other general ideas
• sVr for additional information regarding Thorns and other general ideas
• Travis for liking this guide

31 Likes

Awesome job so far Iria. Thanks

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and now just need to get it stickied…

Bravo Iria and thanks to TastySoup for reviving it in the first place.

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Halfway done (sections 1 and 2). Section 3 was absorbed into sections 1 and 2.

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Damn dude, putting in work. It looks great, thanks for picking up the torch.

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Thanks, I will be needing some validation on some things because there may have been changes to the game. I have been cross-referencing the multipliers with the d3planner site and there are some slight differences on certain things.

For example, d3planner states that the species multipliers is separate from the elite multiplier, so if using +30% damage to demons and +30% damage to elites, it should be 1.69x damage to elite demons, contrary to what the original guide stated (1.60x). Can someone verify these things to determine which is correct?

In the meantime, I will be siding with the d3planner’s version of damage calculations since they are more recent; but if there was an oversight on their end, it would be good to fix it here too!

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It’s DONE!

Well at least for now. I will make some edits later based on feedback and questions. Let’s help me get this stickied!

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Mind making this post a sticky?

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Donezo - Great stuff!

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I’m sorry, I have only one like available.

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Would it also be possible that in a later patch all the additive skill specific multipliers get turned into multiplicative multipliers (into what Irla describes as multipliers of Type F, G, H, I … )?

Most of the additive multipliers are useless in the endgame.

Not sure how much work that would be though.

I have made a document about the changes that Diablo 3 objectively needs (which means that I left out all the things that I personally would like to see, and only included what is really objectively needed), and the document also includes a list of all additive multipliers on Active and Passive Skills that could be turned into multiplicative multipliers.

Maybe you can forward it to the devs if you see fit to do so.
Thank you!

Nice work Iria, and grats on the sticky. Well deserved! Now to work on getting your name as an elite in game. =)

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I think it’s misleading to state this document as “patch notes” for a not-yet-released patch and is not an official source but rather a list of requests. Someone might come here thinking that your document is what the developers are tentatively thinking of doing which is not the case.

If you would like to discuss this lengthy document, please make a new thread about it so that people don’t mix it up with what this thread is about.

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I know, I have made them as kind of a mock up because I felt like it at the time of making. Was going with the flow.

It was related to the discussion of the various kinds of multipliers.

Okay fair enough, it’s just that there’s a lot to digest in that document of yours and it seems best for it to get its own thread. If you make such a thread, perhaps on general forums (since it covers all classes), I’ll be sure to post my comments there!

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I have that planned for next year, because I (currently) assume that the CM’s and the devs are in the process of preparing for the holidays (or are already in holiday mode) and so if I would post it now, it might go under unnoticed…

… because I have to admit that I would post it with the “ulterior motive” (if that is the right word in this context, dunno, since I left out all the things that I personally would like to see) to have it noticed, so some of the more objectively important things get prioritized to be done with the devs limited time and manpower.

But I definitely understand that you want this thread to be about your and TastySoup’s guide, and it was not my intent to hijack at.

Thank you, this is very helpful! If I get it right, there no real and continuous logic behind it, one just needs to know that NCS e.g. is exclusive while Odysseys End is additive?

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Sort-of. In general, all monster debuffs like Odyssey’s End are all additive and legendary powers like the Ninth Cirri Satchel are multiplicative. But there are some odd exceptions like Mask of Jeram and Wojahnni Assaulter which are likely developer oversights/bugs.

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This guide lists Hexing Pants as an additive bonus.

But another research shows that it is a multiplicative buff:

I’d like to know who is correct.