Explain the math to me, not being negative

The point to this is not to criticize Blizzard or their decisions I want it explained to me to better understand what the cap is.

“In a patch alongside the beginning of the Season of Blood on October 17, your bonus Critical Strike Damage and Vulnerable Damage will be added together and then multiplied by a set percentage for each stat. Your Critical Strikes will always multiply your damage by 50% and hitting Vulnerable-afflicted enemies will always multiply your damage by 20%. So, instead of the absurdly high numbers you’d get before, the total amount caps out at 80% (1.5 x 1.2).”

So what does this mean? What is Crit damage and Vulnerability Cap now? Or is there no cap or is there a soft cap ect? I am confused.

Ok, so basically let’s say you have:

400% crit dmg
400% vuln dmg

50% crit and 20% vuln get multiplied together (80%)

The rest of it just gets thrown into the additive bucket. It’s an overall loss of 63% damage.

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There is a soft cap only, everything after that will be additive (unless otherwise specified). Meaning compared to now your damage will lower. Long term this means we won’t be hitting D3 numbers anytime soon. Short term it means people are probably going to initially feel weaker.

However, further down the patch notes they noted they have adjusted enemies and bosses to compensate for these changes. So more then likely you’ll be killing just as fast as you were already and won’t notice much difference. The bigger change is now you can invest into other damage options without feeling like you’re gimping yourself.

Edit: Also on the bright side a dummy arena will be added soon (not on patch day they mentioned but soon), and it’ll be easier to test out a piece of gear to see if it helps with your damage instead of just guesstimating.

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They split the stats in two 2 different ones basically. There is a global 50% multiplier for crits and a global 20% modifier on vulnerable. Any stats you receive from items, skills, paragons, etc. will be going into an additive bucket as conditional modifiers and will not change the global values.

Your post explains nothing.

If you’re gonna post numbers at least explain how you got to those numbers.

Ok so if i have

400% Crit damage × 50% or .5 = 200% Crit Damage ?

400% Vuln x 20% or .2 = 80% Vulnerability Damage ?

But anything after 80% is addictive?

So… 200% is additive? This makes no sense i need it explained a little better possibly with a base damage and not just values.

So does this mean if i have 160% Crit Damage it’s the same as 400% Vulnerability?

Because 50% of 160% is 80%

And 20% or 400% is 80% ?

noooo
not even close
the nerf is much more massive then this

lets say before that you had 1000% additive damage, 400% crit damage, 400% vuln damage
To make numbers easy. lets just say your base damage is 50

you were getting that base (50) x 11 x 5 x 5 = 13,750 pre patch

but now? 380 of that vuln damage and 350 of that crit damage just gets thrown into the additive bucket

it would be 1,730 additive damage

so now it will be 50 x 18.3 x 1.8 = 1,647 damage

so you drop from 13.75k to roughtly 1.65k… a MASSIVE drop. the value is roughly 12% of the former

so if you were doing 1mil damage before, you drop to 120k damage now

and if you keep adding damage, the relative change will be TINY
this will making gearing in this game somehow even more horrible than it was before

what motivation will you have for gearing you char when it legit doesnt make a difference?

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There is no cap.

Your crit dmg stat will always be 50% base and whenever you crit these 50% are multiplied with your damage. Same with Vulnerable damage (20%).

All bonus to both of these stats that you get from gear and other sources will be summed up with all other damage affixes and THEN multiplied during damage calculation.
This makes them less impactful.
Anything that is additive with something else before it’s multiplied has significantly less weight in a calculation.

Before:

dmg_output = “base”_dmg * if_crit{1 + crit_dmg}] * if_vuln{1 + vuln_dmg} * (1 + dmg_close + dmg_slowed + dmg_cold + … + dmg_core)

1.2.0:

dmg_output = “base”_dmg * if_crit{1.5} * if_vuln{1.2} * (1 + dmg_close + dmg_slowed + dmg_cold + … + dmg_core + if_crit{crit_dmg - 0.5} + if_vuln{vuln_dmg - 0.2})

edit: fixed parenthesis

No. Literally just 50% of your crit damage gets multiplied. And by 50% I don’t mean half. I mean if you have 400%, 350% of it is additive. Same for vuln, but @ 20%.

Let’s say you have 100 damage. 400% crit damage and 400% vuln damage.

100 * 1.5 * 1.2 * (all additive damage, let’s say 400% + remaining from crit / vuln so another 380% in here so * 8.8) = 1,584

The current system is:

100 * 5 * 5 * (all additive damage, let’s say 400% in here so * 5) = 12,500

-Not what you asked for but I’ll just share with you my non-maths way of looking at it because I am unfortunately no good at the maths. Numbers… so many and then they bring all these letters and symbols in and do unholy things to each other!

-If you love doing off meta builds and such, the change is great. You’re no longer as far behind what was the meta.

-If you love just stacking crit and vulnerable, the change probably does not feel as good and you’ll need to start bringing in more damage types of other variety. We just don’t know HOW different it will feel yet because they have stated that they adjusted monsters so players will presumably not see a huge difference. “Adjusted monsters” is pretty vague so we have to wait and see about that part.

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Defensive stats, and indirect dmg stats (resource management etc.).
But dmg stats will still matter a ton. There are just stronger diminishing returns.

Marcoboiboi on youtube did a 22 minute break down. It is heavy on numbers. Never seen his channel before this so might be worth a watch.

https: //youtu.be/Mh6L0NPX4Z8?si=XGeJgvPfFL7Kx2VI

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Honestly that’s a really good video, very thorough explanation. Gives all the math, a good example, and even goes over the Overpower changes too.

Blizz formula is going to be cc=$$$*your credit card limit = more crit damage in game

If you get extra crit dmg from anywhere its additive now except for cases it says so explicitely. Same for vuln. Its a massive nerf. But baddies get nerfed too. No more giggaplexillion dmg.

I don’t think that’s right. From the patch notes:


These damage types will now always have a baseline multiplicative bonus. Additional sources of bonus Critical Strike Damage, Vulnerable Damage, or Overpower Damage will be additive to your other damage bonuses.

-Critical Strikes now always deal x50% increased damage.

-Dealing damage to a Vulnerable enemy now always deals x20% increased damage.

Those 1.5x and 1.2x bonuses occur regardless of how many other affixes you have. The affixes just get dumped into the general bucket in their entirety. The way you described, with the first 50 points of crit damage going into the crit bucket and the rest going into the additive, what would happen to someone with zero crit damage affixes – would they do 0% bonus damage on a crit?

very simple :
example
1000 base damage
200% crit damage
200% vuln damage
assumin the hit is both crit and against vulnerable:
1000x1,2(vuln)x1,5(crit)x(2.00(crit dmg)+2.00(vuln damage+1.00(base dmg))
1000x1,2x1,5x5
= 9.000

You can think it’s right or think it’s not right, but that’s how it is. Blizzard is known for wording things weird.

https://www.youtube.com/watch?v=r4zYaFUyxT4

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You do realize that defensive stats and health are important too right?

No, 50% crit dmg and 20% vul damage are the base amounts that you get even if you have no bonus affixes or paragon. So you will always get those when you proc a crit strike or do damage to a vulnerable enemy.