Dmg Or Flat Damage Poe

Posted : admin On 12/28/2021

Because you have 150% inc ele dmg, it means that next 1% will result in 0,4% (1/250) MORE damage. 1 flat ele damage will add you 0,23%(1/435) MORE damage. So 40 flat damage would be equal to 23% incr damage. POE3.0 Build Very Budget 854K DMG For All Class lose +1 power charge from bandit reward try look +1 power charge corruption on the bow, not essential but its nice to have it.Or Instead Of Power Charge if you manage find 'Culling Strike' you can always turn into Alternative Version if Assasin Bothers you. Anything that says 'more' (or 'less') is multiplicative, meaning it will take effect after the weapons own damage, all flat damage mods and 'increased' and 'decreased' modifiers have been factored in. So with 200 damage on your weapon and 150% 'increased' damage (=500 damage), 10% 'more' damage would give you 550 damage. As with most RPGs, your success in Path of Exile hinges on more than just your weapon’s base damage. There’s a less important performance metric that is far more important when it comes to choosing a deadly implement with which to arm yourself during your march across Wraeclast: damage per second (“DPS”). As with most RPGs, your success in Path of Exile hinges on more than just your weapon’s base damage. There’s a less important performance metric that is far more important when it comes to choosing a deadly implement with which to arm yourself during your march across Wraeclast: damage.

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Damage
Can someone explain to me the mechanics behind this?
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Posted by
golan4840
on Apr 8, 2013, 8:15:51 AM
You have damage.
It is increased by your 'increased damage' and reduced by your 'reduced damage'.
It is then multiplied by your 'more damage' and your 'less damage'.
Posted by
Duskbane
on Apr 8, 2013, 8:33:27 AM
What the other guy said.
In math terms, 'increased / decreased' is an additive effect, 'more / less' is multiplicative.
Base Damage * (1 + increased damage - decreased damage) * more damage * less damage
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Posted by
on Apr 8, 2013, 8:39:49 AM
Increased Dmg you add every single 'increased dmg' on gear/passives/gems up and have them altogether as one multiplier.
More Damage is a multiplier for itselfs and affects your base damage as well as your 'increased dmg' from gear/passives.
so lets say 1000 base dmg and 100% increased dmg from gear and 100% from passives.
Gem A gives increased dmg by 100%
Gem B gives more dmg by 100%
A: gear+passive+gem = 300% increased, so 1000*(1+3.0) = 4000 dmg
B: (gear+passive)*gem = 200% increased and 100% more, so 1000*(1+2.0)*(1+1.0) = 6000 dmg
Posted by
Gufi
on Apr 8, 2013, 8:40:11 AM
Posted by
golan4840
on Apr 8, 2013, 9:11:58 AM

If the 1 is multiplier, why it is summed up in your calculations. Can you please explain it? I thought that if you do 1000dmg and you get 300% damage increase from the passive, you do 3000dmg, right?
I still do not understand the meaning of more / increased.
Last edited by Jplays on Jan 15, 2014, 9:53:18 PM
Posted by
Jplays
on Jan 15, 2014, 9:49:19 PM
'

If the 1 is multiplier, why it is summed up in your calculations. Can you please explain it? I thought that if you do 1000dmg and you get 300% damage increase from the passive, you do 3000dmg, right?
I still do not understand the meaning of more / increased.

1000 + 300% increase = 4000.
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Last edited by Robert_Paulson on Jan 15, 2014, 9:59:02 PM
Posted by
Robert_Paulson
on Jan 15, 2014, 9:58:29 PM
Digging this thread from the grave, got a quick question to ask:
I am guessing without any 'increased damage', having 'more damage' will be not as effective.
So what is the best ratio between increased damage and more damage?
Is it like 1:3 or 1:1 or 3:1?
Posted by
on Apr 9, 2016, 1:34:03 PM
Most builds aim for around 400-500% increased damage.
Just to reiterate on the original replies the actual damage calculation is:
base_raw_damage = base damage * total_increased * total_more
total_increased = sum of increased / decreased modifiers
total_more = multiplication of all more / less modifiers (so having 2x 50% more damage multipliers isn't a 2x multiplier but a 1.5*1.5 = 2.25x multiplier)
If crit is in play:
base_damage = (base_raw_damage * crit_chance * crit_multiplier) + (base_raw_damage * (1.0 - crit_chance))
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Posted by
Mannoth
on Apr 9, 2016, 1:51:52 PM
more/less are standalone multipliers, increased/reduced stack into one multiplier
more is always the same effective, it just multiplies whatever your actual damage is by given modifier
'increased' relative strength goes down the the higher it is:
* if you already have 300% increased and add 100% increased, then it equals 25% more (multiplier goes from 400% to 500%)
* if you already have 400% increased and add 100% increased, then it equals 20% more (multiplier goes from 500% to 600%)
Posted by
on Apr 9, 2016, 1:54:35 PM

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Dmg Or Flat Damage Poe 4

I've searched for ages for this and I can't find it anywhere. I can calculate the dps of a weapon without factoring in the crit chance and multiplier, but I don't know how to calculate it with those factors.
Does anybody know?
Posted by
on Sep 24, 2013, 8:28:41 PM
You don't calculate with anything other than physical/elemental damage and attack speed. Crit isn't able to be factored in as it has too much reliance on other factors, ie. crit multiplier and accuracy rating, to provide any consistent feedback.
Posted by
on Sep 24, 2013, 8:31:30 PM
You can try this tool:
http://poetools.com/poe-calculator/
Posted by
dawg6
on Sep 24, 2013, 8:32:33 PM
The poe tools calc is read-only, I can't input any numbers to do the math.
Posted by
on Sep 24, 2013, 8:41:35 PM
It's a simple mathematical equation.
MIN(damage)+MAX(damage) ÷ 2 x APS(Attacks Per Second)
Example:
7+29 = 36
÷2 = 18
x 1.40(APS) = 25.2DPS
If there is eDPS(elemental) you can do the same equation seperately to find the eDPS and if you want total just add the pDPS(physical) and the eDPS together.
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Posted by
ShaeG
on Sep 24, 2013, 8:41:41 PM
Read the 'How to Use' tab. The first thing you need to do is make a copy of the spreadsheet.
Posted by
dawg6
on Sep 24, 2013, 8:42:31 PM
I need to claryfy one thing.
Example
weapon base dmg 100-100
weapon additional dmg 100-100
%incerased phys dmg 50%
so tooltip of weapon will show 300-300 dmg
From passives I have +100% dmg
Characters dps will be
600-600
right?
and will it be the same in this example?
weapon base dmg 100-100
weapon additional dmg 100-100
%incerased phys dmg 100%
so tooltip of weapon will show 400-400 dmg
From passives I have +50% dmg
Characters dps will be
600-600
I have to know if 100% inc phys dmg from weapon = 100%inc phys dmg from passives
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Posted by
licho666
on Nov 26, 2013, 10:15:20 AM
Anything that says 'increased' (or 'decreased') is additive. In both your examples you would have (100+100) x 2.5 = 500.
Anything that says 'more' (or 'less') is multiplicative, meaning it will take effect after the weapons own damage, all flat damage mods and 'increased' and 'decreased' modifiers have been factored in.
So with 200 damage on your weapon and 150% 'increased' damage (=500 damage), 10% 'more' damage would give you 550 damage.
To get to your actual DPS you will then have to factor in the attack or cast speed.
Last edited by Jojas on Nov 26, 2013, 10:30:43 AM
Posted by
Jojas
on Nov 26, 2013, 10:30:07 AM
It is possible to factor crit and crit multi in DPS calc if u assume the default 150% crit. multy
lets calc for a wep that has
75-125 phys dmg and 1 attack speed = 100 pDPS wep
lets say the overall crit chance is 5% and the multiplier is 30% giving an overall multiplier of 180%
so 95% of time u will have 100 pDPS and 5% of time u will have 100 * 1,8 pDPS
(0,95*100)+(0,05*180) = 95+9 = 104 pDPS
now lets say it has 30% crit roll and 30% multiplier roll
5*0,3 + 5 = 6,5% overall crit chance
(0,935*100)+(0,065*180)= 93,5+11,67 = 105,2
and so on
That said, this calculation means nothing since your build will influence it a lot. The more % crit chance u have in tree and crit mulitplier the bigger the impact will base crit chance of the wep have. Hence these factors are not included in wep DPS cacl.
Accuracy is another matter and totally depends on your builds accuracy
if your build has 50% chance to hit, additional 300 accuracy (in end game) can have a huge impact on your chance to hit and your dps. For instance it can raise your chance to hit to 60% (thats a 20% dps increase)
if you have 90% chance to hit, 300 additional accuracy will have a very small impact on your dps. Will raise your chance to hit to 91-92%, which is just 1,1-2,1% more dps.
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Last edited by missuse on Nov 26, 2013, 10:36:49 AM
Posted by
missuse
on Nov 26, 2013, 10:36:31 AM
Rock is overpowered. Paper is fine. -Scissors
IGN:
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Last edited by licho666 on Nov 26, 2013, 5:32:25 PM
Posted by
licho666
on Nov 26, 2013, 3:49:26 PM