# Dmg Or Flat Damage Poe

Posted : admin On 12/28/2021Because 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.

Can someone explain to me the mechanics behind this? Last bumped on Feb 10, 2018, 8:29:39 PM | 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 'I see now that the circumstances of one's birth are irrelevant; it's what you do with the gift of life that determines who you are.' - Mewtwo | 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 |

' 1000 + 300% increase = 4000. Many lewt. Much desync. Such rewarding. Wow. According to forum mods 'sandwich' is considered an offensive word. Who knew? 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)) [2.2] The Vampire - Tanky 2H Axe Slayer Duelist - /view-thread/1611662 | 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. 'I became insane, with long intervals of horrible sanity.' - Edgar Allan Poe IGN: DarkenedSoui | 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 Rock is overpowered. Paper is fine. -Scissors IGN: Chucks_Left_Foot Sklej_Pupe | 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. items shop: 364086 ign: [ICU]missuse if you like to HLD, add me inactive in game atm, PM me if you need something. 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: Chucks_Left_Foot Sklej_Pupe Last edited by licho666 on Nov 26, 2013, 5:32:25 PM | Posted by licho666 on Nov 26, 2013, 3:49:26 PM |