I think I’ve discovered a dual-wielding bug, which is probably also the cause of FluorineWizard’s damage discrepancy. It relates to how Weapon Damage and Weapon Attack values are being calculated to include additional damage. I’m afraid, since this is my first post, I can’t include any direct links but have to list them as text at the bottom.
When a weapon with an inherent flat damage bonus is equipped in the off-hand, the flat damage is included in the maximum (but not minimum) Weapon Damage calculation for the main hand. In example 1, the flat fire damage from Kilrian’s Skullbreaker is added to the off-hand Weapon Damage, but is also added to the maximum Weapon Damage of the Splintered Club in the main hand. That carries over to the maximum Weapon Attack calculation, giving a fire damage range of 0-12.
The problem is more noticeable in actual dual-wield capable builds. If we give the build from above Breath of Belgothian (example 2), a fire damage range of 0-13 is displayed for the Splintered Club, and the fire damage from a Weapon Attack is listed as 10-20. That means the flat fire damage from Kilrian’s Skullbreaker is actually being applied twice over for the maximum Weapon Attack damage, as if it were present on both weapons.
Flat damage from affixes seems to work correctly. In builds without a DW skill (example 3), the damage from the affix is not added to the main hand Weapon Damage, but is applied in both minimum and maximum Weapon Attack calculations. For DW-capable builds (example 4), the flat damage is only applied to the Weapon Damage of the off-hand, and appears correctly for the maximum Weapon Attack damage.
Apologies if this is a known issue or working as intended.
I can’t upload recent saves after today update. I can upload saves that I haven’t played since before the update but I couldn’t upload my character I played on after. The update did mention changing safe files so new saves wont work on older versions.
Yeah, I’m aware of that. In fact I’ve already implemented support for new save format, unfortunately I can’t push it to production because I don’t have any linux environment right now, so I can’t make binary. I’ll try to update it on the weekend. Apart from this, the calc will be updated to 1.0.1.0 tomorrow (I don’t have any free time today).
You should thank mamba who notified me about the changes in character file a week ago or maybe two, that’s why I was able to add support for it that “fast”
Ah nice been wanting that thru most of testing this build but I had to wait even tho I knew that mamba had most likely let you know the incoming changes
OK, so here’s the thing, the fact that +X damage is not treated as +(X-X), meaning that it is added only to total max damage, is a bug in my calculations and will be fixed. However I’m kinda stumped by the fact that + flat damage on weapons is per weapon and not global.
E.g. let’s look at Kilrian’s Skullbreaker, which has innate “13-66 Physical Damage” and additional “9 Fire Damage”. In my calculations I just add up all non innate (innate = the ones that are in grey color) stats from all sources, then when I calculate per weapon stats, I just add its innate stats and that’s about it. But looks like in game +flat damage stats on weapons are always considered innate.
So I wonder, what’s the point in showing them separately? Or was it made that way so such flat damage bonuses can scale with affixes? This may be true for magic, rare and epic items, but it makes zero sense for legendaries, because they don’t scale, well, only with “attributeScalePercent” which is static per item, so these stats could’ve been made innate. Or maybe I’m just missing something obvious
It’s to give them some variability so even two uniques aren’t identical (unless they have the same seed). attributeScalePercent goes up and down on a range of -attributeScalePercent to +attributeScalePercent, zero included.
Ok, the issue with per weapon stat calculation is fixed. There’s still a little discrepancy in “weapon attack” stat. It’s a bit off in case of dual wielding, but I’ll leave it as it is. Both the calc and the game show not-completely-correct value, because they factor in damage from second weapon, but in different way.
Yeah, I’ll update offline version for db today, not really sure about build editor, since the code base already changed too much. Well, if its build doesn’t fail, then I’ll post the updated version too. I’ll also update grimtools later today to incorporate changes introduces in sneaky patch that was couple days ago.
I would like to make a suggestion for “Ignore Mastery Skill Limits”. When using this and leveling a skill past soft cap it should not cost mastery points. to do this in game takes gear not skill points and having it cost points is not an accurate reflection of what can be achieved in game.