11-09-2003, 12:24 PM
>Ruvanal explained in the beta that the damage calcultaion worked out each type of damage inflicted seperatly, then summed them to
>find the total damage.
OK, that is how it has always been though :)
>At which point there was a sanity check to change the total damage to zero if it was negative.
Uhu. None now, but OK. Still, it is this total damage that is used for further damage calcs, such as damage given to a target. The only thing that remains of importance and use after this point would be the physical damage part which is used for stuff such as Thorns. None other damage type value is used after this point as far as I know.
> But resistances weren't capped at 100% for this so it was possible to lower or negate your total damage if any of the types inflicted
>became negate due to high resists (hitting act 5 doors - 1000% poison resitance - with a massive amount of poison damage for
>example).
The summing occurs after resistance (or there would be no point in summing) so I fail to see how a non existing cap can give negative damage when the final damage is still set to 0. On the other hand for poison specifically, which is NOT part of the summed damage (well, the game add in one frame of damage) but kept seperate completely so that it can set it as a poison effect, would of course end up having a positive effect on the regen value from poison if there was no check for 100% cap on poison (1000 resistance would mean you heal 10 times the ammount you should have taken in damage each frame). This is an issue of caping the resistance value at 100% though, not capping damage values (although that could have been done as well of course). I think in earlier patches, the game did not even calc changes if resistance was above 100%. Now it do it (but in final 1.10) uses 100% if it was above 100%. I guess that was the problem in beta then. SHould apply to all damage types and resistances.
>Looks like this has changed in the final though!
Yes, seems to work fine now.
>find the total damage.
OK, that is how it has always been though :)
>At which point there was a sanity check to change the total damage to zero if it was negative.
Uhu. None now, but OK. Still, it is this total damage that is used for further damage calcs, such as damage given to a target. The only thing that remains of importance and use after this point would be the physical damage part which is used for stuff such as Thorns. None other damage type value is used after this point as far as I know.
> But resistances weren't capped at 100% for this so it was possible to lower or negate your total damage if any of the types inflicted
>became negate due to high resists (hitting act 5 doors - 1000% poison resitance - with a massive amount of poison damage for
>example).
The summing occurs after resistance (or there would be no point in summing) so I fail to see how a non existing cap can give negative damage when the final damage is still set to 0. On the other hand for poison specifically, which is NOT part of the summed damage (well, the game add in one frame of damage) but kept seperate completely so that it can set it as a poison effect, would of course end up having a positive effect on the regen value from poison if there was no check for 100% cap on poison (1000 resistance would mean you heal 10 times the ammount you should have taken in damage each frame). This is an issue of caping the resistance value at 100% though, not capping damage values (although that could have been done as well of course). I think in earlier patches, the game did not even calc changes if resistance was above 100%. Now it do it (but in final 1.10) uses 100% if it was above 100%. I guess that was the problem in beta then. SHould apply to all damage types and resistances.
>Looks like this has changed in the final though!
Yes, seems to work fine now.
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