Control aspect used to be a damage multiplier for me, applying [x] damage to frozen, stunned, and immobilized targets. On a neck, this would be a 1.53x multiplier being applied three times for a 1.53^3 = 3.58x multiplier.
Recently, I noticed that control is adding damage directly to the Damage vs Stunned, Damage vs Immobilized, and Damage vs Frozen categories on my stat sheet. Does this mean that these bonuses are all part of the ADDITIVE DMG BUCKET and not multiplying as suggested on the aspect description as denoted by the [x]? Or was our way of understanding it incorrect from the start?
Oh… yes I’d like to know!
I just checked on uber lilith (great target dummy), they did not nerf Control. It’s still multiplicative.
Weird I’m getting a visual glitch then? I wish I should show a video or image of what I’m seeing in game
Without Control Neck
- Damage vs Frozen (none)
- Damage vs Stunned 281.4%
- Damage vs Immobilize (none)
Equipping Control Neck
- Damage vs Frozen 52.5%
- Damage vs Stunned 481.6%
- Damage vs Immobilize 52.5%
This suggests that control is only multiplying to those respective offensive attributes, which I assume are part of the additive damage bucket. This would mean that control is not a global multiplier as suggested by the [x] on the aspect description
I believe the information presented on the stat sheet is not correct. Either that or damage bucket theory is incorrect and we don’t have the full picture. There are some other modifiers that can cause strange behavior like this: try equipping an item with +cold/fire damage and look at the change in your sheet damage.
I just tried equipping an item with cold damage as you suggested.
97.5% without cold dmg item
121.2% with +12% cold dmg item, which means it’s being multiplied and not adding
I guess we’ll never understand what’s going on until someone derives the complete damage formula.
It’s multiplicative, the stat sheet is horribly broken and is basically useless. There is a reason the default UI has detailed stats turned off, they never bothered to code them correctly likely because it was too tedious and complicated given all the various damage multipliers and the myriad interactions between them.
If they ever change it to be additive Sorcerer DPS will be beyond trash tier.
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Also some or parts of gear randomly stop working if your characters in game state changes to a degree, like casting deep freeze.
Very easy to test too, just equip the Penitent Greaves boots, and after you cast deep freeze they stop working.
The other items are a little harder to test. I like to use the infinite health mob glitch to test my builds, but I am not sure if the backend code of your damage is changed unless you are “out of combat/in town”.
That is another layer that adds to the murkiness of my tests. The OOC/IT state is another potential source of issues.
I will notice my damage dropping/ taking more damage off the longer I play, as I suspect the bugged items are randomly not working each, or potentially randomly with your character’s state change, like casting deep freeze.
Logging out and back into the game appears to completely reset everything.
Also, as you transition between zones through loading screens, this may potentially soft reset you.
If you spend enough time in a zone, though it appears that things get out of sync.
I was grinding vampire kills for the title and noticed that the loot I left on the ground kept adding to lag.
I eventually caused my game to crash because the ground had too much loot.
This game has some huge bugs that nobody else seems to notice or talk about.
it’s because your damage isn’t zero vs frozen and immobilise, it’s 100%.
So you end up with 152.5% (52.5% increased). Likewise the vs stunned is 381.4% of normal damage and goes up to 580% with a 52.5% increase.
This would imply that penitent greaves is a global multiplier and not just a tooltip bug then. They don’t have advanced tooltip on because the casual dads with 6 wives and 20 kids don’t want to see numbers everywhere.