What if damage increase of aspects all in a bucket?

All damage increase of aspects are in a bucket but not the bucket of normal damage affixes like critical strike damage, basic skill damage, etc.

For example,
Deal 10%x increased damage. Triple this bonus after standing still for 3 seconds.
Becoming:
Deal 10%+ enhanced damage. Triple this bonus after standing still for 3 seconds.

This should narrow the gap between barb and sorc, druid, necro.

1 Like

So I’m gonna use this doll :person_standing: to ask you kids a few questions. Did barb ever touch any of you… here? :leg: Or here​:muscle:? How about here :eye::lips::eye:?

Show me where did the big bad barb touched you

5 Likes

Less multiplicative dmg would be good for sure.

2 Likes

Every class got nerfed if it happens. The devs will nerf the weapon damage from 3000 to 800 in DLC. Why don’t you cry?

Ok lemme show you something

100 X 1.10= 110

100 + 10%=110

It’s the same thing dude

Less to do with the math and more to the point that a change like this would affect everyone, it wouldn’t just nerf barbs or help people bridge that gap. The OP didn’t think this through at all.

The math just shows that a change like this … Changes nothing… Everyone has this misconception that multiplicative and additive are vastly different… But they are exactly the same

100 X 1.30= 130
100 +30%=130

200 × 1.50 = 300
200 + 50% = 300

You can’t interchange multiplicative and additive, it doesn’t change anything

100 X 1.2 X 1.2 = 144
100 X (1.0 + 0.2 + 0.2) = 140

Of course it’s different.

100 X 1.8 X 1.8 X 1.4 = 454
100 X (1.0 + 0.8 + 0.8 + 0.4) = 300

With more aspects, the gap between classes will be smaller.

5 Likes

No dude

100 × 1.2 ×1.2 =144

100 +20% + 20%= 144

It’s the same fricken thing man

Why are you multiplying the additives… U just add them

Because that’s how it works for Diablo.

1 Like

Because what you’re doing is not the same.

You effectively have an additive bucket, and multipliers apply to all of it.

So +10% is x + 0.1
And x10% is x * (1.0 + 0.1)

Because of how additive is a multiplier bucket itself, even these arent the same.

E.g.,

You do 500 damage base.
You have a +1000% multiplier (additive damage).
This makes you do 5500 damage.

A x100% multiplier will add 5500 more damage.

If you have 5 10% multipliers, then they get multiplied by eachother effectively.

So 1.1 x 1.1 x 1.1 x 1.1 x 1.1.
This doesn’t equal 1.5, but 1.61.

So 5x 10% multipliers are as strong as a single +600% modifier if you’ve already got +1000% additive damage.

3 Likes

I love your absolute confidence while being absolutely incorrect.

10 Likes

The Barb man said he wanted to eat my crayon to celebrate his victory. I wasn’t sure what he meant so I reported it. :hamster: :popcorn:

Let’s see if we can clear things up a bit. It looks as though some people don’t understand logic principals and how they apply to the game.

Base dmg of 1000 -
Lets say we have 3 additive dmg modifiers (aka a damage ‘bucket’) of 60% (.6), 50% (.5), and 75% (.75). All of the modifiers get put together before multiplying them with the base dmg. These numbers include, but are not limited to, damage, crit damage, vuln damage, damage with bleeding, damage with fire, damage to close, ect… We are basically saying that all modifiers give us 1 big multiplier.
This give us the equation - 1000 * (1+(.6+.5+.75)) = 1000 * 2.85 = 2850

Now let’s say each of those are multiplicative (each in their own ‘bucket’). All of the modifiers are multiplied individually. These numbers include your main stat and anything with an (x) next to the number. Paragon board key nodes, some passives in the skill tree, specific aspects, vulnerable effect (static 20% and any additional vuln damage is additive and goes in the additive bucket), ect… Here we are saying that each individual modifier is it’s own multiplier
This gives us the equation - 1000 * 1.6 * 1.5 * 1.75 = 4200

2850 =/= 4200

Therefore multiplicative and additive are not the same thing.

Now lets see how that would work together in a simple scenario in game.

Base damage = 1000

  • Additive bucket -
    Crit dmg - 250%
    Damage to Close - 175%
    Damage to bleeding - 75%
  • Multiplicative (x)
    Main Stat - 200%
    Damage while stunned - 60%
    Random aspect - 100%

1000 * (1+(2.5+1.75+.75)) * (1+2) * (1+.6) * (1+1) = 57,600

Each bracket indicates a ‘bucket’. Additive goes into a big bucket together bucket and multiplicative creates it’s own separate bucket. Making a new bucket to multiply the entire equation by will inherently give us a bigger boost than just adding into the big bucket.

Therefore multiplicative and additive are not the same thing.

3 Likes

The additive damage is still multiplicative, I complained that when they turned everything into an additive it made the problem even worse. The problem is that at the beginning the additive damage makes a lot of difference because if you have 100% ice and gain another 100% you cause double damage. But if you have 1000% fire damage and gain another 100%, that’s a 10% increase.

-But in the endgame of Season 3 you increased your weapon’s vulnerable damage from 38% to 43%. So this increase was insignificant.

-The problem is that we have a lot of damage, I think, so this multiplicative damage is lost and we go looking for more x30% damage or shako…etc. Because 1600% additive damage to 1700% is only a 6% multiplicative increase. But it’s still a multiplicative.

I mean… Overall the way I did the math is accurate to say it’s the same thing on paper. But I didn’t know Diablo itself does this dumb add them up then multiply thing…

My equations are accurate with basic mathematics, my equations are inaccurate with Diablo Mathematics

1 Like

No they aren’t. Additive and multiplicative are not same thing in arithmetic. It has nothing to do with diablo.

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Dude if I take 100 X 1.2 it equals the same thing as 100+20%

Get Bashkar’s tombstone ready, because this is the hill he’s opting to die on.

2 Likes

It’s not though, if you look at it at scale.

200% + 20% is still 220%
But 200% * 20% is 240% (The assumption is that you want the final value, not just 20% of 200% which would just be 40%).

The problem is that you’re assuming that + % actually means * %, and it doesn’t. In arithmetic or in Diablo.

If you were doing 200% + (20% of 200%), then yes, you’d be right, but you’d have to specify it like this, or like 200% * 20%; and neither are correct when you’re adding 20% to the additive bucket, whether in Diablo or not.

1 Like