Good afternoon. Dear developers, maybe you can tell me. I’m making a mod and I want to make finding the best versions of Legendary Items more visible so that it reflects more strongly on the character and your emotions. I want to increase the difference between the minimum and maximum damage percentage, I want to give all high-level legendary items +15% to the maximum percentage, this will increase the range, there will be something to do in the game for longer, and repeated legendary items will make sense even longer. And even if you find all the perfect versions of things compared to a regular game, you will add only (14*15= 210%), which will be barely noticeable in the final builds. Please tell me how to implement this, I’m struggling and I can’t figure out how to influence only the maximum possible damage percentage. I found files of specific things, I found the offensive_modifier and attribute_scale indicators, there is a correlation between them, I see it, but they both affect the max and min values. In the lines with integer damage, there are max and min values, there is no problem changing them. Please tell me what I don’t see and don’t understand, maybe there’s a separate formula file for calculating somewhere, or I can just use notepad to register the min and max values of the percentage damage.
I don’t think this is possible because there’s hardcoded non-moddable 20% jitter (you can search for it on forum / discord).
This 112 - 168 % Cold damage in the screenshot (I stole from someone on Discord):
100 * 1.4 = 140 (1.4 is because of 40 attributeScalePercent)
and then hardcoded 20% jitter makes it
min = 140 * 80% = 112
max = 140 * 120% = 168
with 20% jitter Max is always 50% bigger than Min because 1.2 / 0.8 = (1+jitter) / (1-jitter) = 1.5 = 168 / 112
If you wanted let’s say 112% - 200% (so more max damage but the same min damage) you’d need (156 is new average value):
(200 - 156 ) / 156 ~ 28.2% = new jitter
but you cannot change it (can be hacked though as you can at the end of my post)
Unless they managed somehow but that’s an exception to the rule probably
Thank you so much for your explanation. I tried various combinations, trying to “compensate” for one parameter or another in case one gives a greater increase. It didn’t work out for me, but then I didn’t really understand the internal mathematics of calculating damage to things, I acted at random. I wish you good luck in your endeavors <3