Following Praxy delightful find of a
Gyrfalcon's Foote (for me of course), I've been changing a lot of my active abilities around and I'm now using
Phalanx.
One of the cool things about Phalanx is that it has ZERO variability on damage (at least when used with the Bowmen rune). This makes it possible to do a lot of interesting testing on all damage modifying stats in the game. Here's a list of what I've found out already:
Sheet DPS and tooltip DPS increase (for primary stat):Comparing a set of gloves without/with strength:
- Tooltip: +5.5% damage
- Sheet DPS: 313,750 / 331,140 = 5.54% damage increase
- Phalanx damage: 658,421 / 694,914 = 5.54% increase
It seems sheet DPS and the tooltips are actually precise!
Elemental damage:+Elemental damage is fairly straightforward, it simply adds +x% damage to any ability of the correct damage type.
Damage without/with bracers with +13% physical damage (and no other damage modifying stats):
- 817,764 / 924,073 = 13% increase
Ability damage:+Ability damage works exactly the same as +elemental damage.
Damage without/with helm with +12% Phalanx damage (and no other damage modifying stats):
- 867,711/971,836 = 12% increase
Stacking primary stats, elemental damage and ability damage:Damage without/with the bracers/helm used in the examples above (+5.54% sheet DPS from gloves, +12% Phalanx damage from helm, +13% physical from bracers):
- Primary stat + elemental (str. + 5.54%, +13% physical): 658,421 / 785,253 = 19.26% increase
- Primary stat + ability (str. + 5.54%, +12% ): 658,421 / 778,304 = 18.2% increase
- Elemental + ability (+13% physical, +12% Phalanx): 658,421 / 833,298 = 26.56% increase
- All together (str. + 5.54%, +13% physical, +12% Phalanx): 658,421 / 879,484 = 33.57% increase
How they stack:- Primary stat + elemental: (1 + 5.54%) * (1 + 13%) = 19.26% increase
- Primary stat + ability: (1 + 5.54%) * (1 + 12%) = 18.2% increase
- Elemental + ability: (1 + 13%) * (1 + 12%) = 26.56% increase
- All: (1 + 5.54%) * (1 + 13%) * (1 + 12%) = 33.57% increase
So it seems everything stacks multiplicatively meaning that the total effect is always going to be bigger than the sum of the individual components. It also means that you can't just add numbers up to determine if an item is better or another, for example:
- Bracers with +25% sheet DPS and no elemental damage = 25% increase
- Bracers with +14% sheet DPS and +10% elemental damage = 25.4% increase
The differences are usually very small though, so in most cases it's fine just to add the numbers.
For the sake of completeness:
- Double strength items (+6.1%/+9.5% sheet DPS): 760,785 / 879,484 = 15.6% increase
- Double elemental items (+13%/+14% physical): 530,839 / 674,165 = 27% increase
- Double ability items (+12%/+15% Phalanx): 802,411 / 1,019,061 = 27% increase
All are additive.
Critical Hit Chance (CHC) and Critical Hit Damage (CHD):CHC damage increase:- 100 * ItemCHC * CurrentCHD
1 + CurrentCHC * CurrentCHD
CHD damage increase:- 100 * CurrentCHC * ItemCHD
1 + CurrentCHC * CurrentCHD
Comparing amulet with no DPS stats to amulet with 10% CHC (current CHC/CHD = 35%/311%):
- 100 * 10% * 311% = 14.89% increase
1 + 35% * 311% - Tooltip increase: 14.9% increase
Comparing amulet with no DPS stats to amulet with 83% CHD (current CHC/CHD = 35%/311%):
- 100 * 35% * 83% = 13.91% increase
1 + 35% * 311% - Tooltip increase: 13.9% increase
Attack speed:Comparing amulet with no DPS stats to amulet with +5% AS:
Tooltip increase: 5% increase
AS stacks additively with itself (i.e. two items with +5% AS = +10% damage increase).
Holy Cause (Crusader passive):The damage component only takes effect when you are using a weapon with +Holy damage (+min - +max holy damage, not +x% holy damage). It increases damage of any ability regardless of what type of damage it is (Phalanx is physical for example).
Damage without/with Holy Cause and a weapon with +poison damage:
- 935,359 / 935,359 = 0% increase
Damage without/with Holy Cause and a weapon with +holy damage:
- 871,847 / 943,198 = 8.18% increase
Now works for any type of damage.
The tooltip states the +10% damage is applied to you weapon damage, i.e. not the damage your ability hits for, so it makes sense that the final output is somewhat different from the +10% stated in the tooltip.
Say if you think there is something else worth testing.