What is going on with flat damage from devotions?

There seems to be something weird with how flat damage from devotions is either displayed or calculated.

My understanding is that when hovering over a node, the damage displayed already includes bonuses to that damage type and bonuses from Cunning or Spirit, whichever applies. This would work the same way as the tooltip from hovering over skills.

However, when I try to back-calculate what the actual flat damage before bonuses is, I get wildly inconsistent results. I’ve done the numbers for skill tooltips before, and those have never been inconsistent.

Here are some examples:

  1. On a heavy physical toon, Oleron’s hand displays as 144-289 damage. The listed bonus to physical damage from cunning is 152.7% and it has a physical bonus of 1251%. In other words, physical damage has a multiplier of 15.037, so the flat damage from the node comes out to 9.57 - 19.2. Ok, so that’s not too far off the listed amounts from the wiki (http://grimdawn.gamepedia.com/Constellation), but it’s also further than rounding error, which I’ve never seen before on skill tooltips.

However, on an example non-physical character, I see 46-92 damage on that node tooltip, I have 210.3% boost from Cunning and +100% Physical on character sheet, so that suggests the flat damage is 11-22. Completely different result.

Or I can start a brand new character, get to Lvl2, who has 50 Cunning and no boosts to any damage type. The listed tooltip shows 20-40, with a cunning bonus of +20.4%, that comes out to unmodified 16.6 - 33.2 flat damage. Again completely different.

  1. Here’s an even weirder result. The brand new lvl2 toon sees the second node of Rat giving 60 poison damage over 5 seconds, while the middle tail node of Manticore shows as 65 over 5 seconds. If I take a character with huge bonuses to poison damage, Rat now shows as 600 poison damage while Manticore shows as 590. So it actually reversed which node shows higher damage! How is that possible?

I’ll spare you the math, but the unmodified flat values come out inconsistent too. The high poison boost toon shows a flat damage value of 39.9 for Manticore and 40.6 for Rat, while the lvl 2 toon shows 52.7 for Manticore and 48.7 for Rat.

What is going on here?

You are forgetting that just by taking olerons node with flat phys dmg you are receiving 100% phys dmg more from that node, you need to calculate that also.
So for example by taking that node your lvl 2 character will have 100% + cunning bonus to phys dmg.

No I am not taking the node. Just hovering over it. So no change in stats.

M8 game is calculating what would your dmg be if you take that node and if you take it you will have 100% to that dmg more. Just try to calculate it as I told you and you will see for your self.

Edit: Here 20-40/(100%+100%+20,4%)=9,074-18,148

But actually taking the node changes the listed tooltip as well

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For your Oleron example at least, it seems you aren’t taking into account the +100% physical damage it gives. If you run your math again with another +1 on the multiplier, 16.037, it will match up with the base damage exactly barring the slight rounding.

The Rat and Manticore example though, I have no idea what is going on there. Manticore should be just plain more damage, they have the same base damage and Manticore has a larger poison damage modifier.

Plus it doesnt explain the wildly different calculated flat values.

Again for your 20 lvl char 20-40/2,204=9,074-18,148

And for the non-physical character higher level character:

[46-92] / 5.103 = [9.01-18.02]

That’s 210.3% from Cunning, 100% Physical damage on the sheet, plus another 100% from the node itself and the base 100% of course.

Lol, ok so it does make sense now. The game is pretending to give you the node already and factoring that into the displayed damage calculation.

Sometimes the game tries to do too much for the player, but in a way that is inconsistent and confusing for new players. For instance, how flat damage shown on skills takes into account bonuses but on gear doesn’t. It’s very misleading and would better if everything just displayed unmodified flat damage values.

Here’s an example from a single tooltip:

Those two are displayed on the same tooltip. Very misleading.

I do agree here with you, tbh I busted my head for days figuring out how it works :undecided: