#Damage over time calculation

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rotund comet
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Hello, I am making a utility to determine effective damage based on monster resistance.

To calculate damage, in "Skills.txt" I used EMinLev/EMaxLev to add the damage per level of the main skill, then used (E)DmgSymPerCalc to fetch the synergy damage params.
Then, I multiply by the hitshift.

How can I make it work for DOT spells like Blaze?
My understanding: the damage formula is actually modified by descdam in "SkillsDesc.txt"; most skills have a descdam of 5 (i.e. no modification), but blaze for example is 9.

Two questions:

  1. where can I find the descdam calculation? Amazon Basin (https://www.theamazonbasin.com/wiki/index.php/Blaze) has a formula for "fire bit rate" that works correctly for vanilla but not PD2.

    For example, 1-8: (32*slvl)+32 is the min "fire bit rate" for lvl 1-8; damage is bitrate x 3 x (25/256) because the damage is applied three times per frame.

Simple enough, but where in the files do they get the bit rate per level and the number of applications per frame?

  1. for Blaze (and Explosive Arrow etc.), the damage in (E)DmgSymPerCalc is the damage over time. Where can I find the explosion damage? (Synergies appear to apply identically to both, so looking for the base damage.)

Thank you sir(s), I know I am asking for a lot. Take care.

civic herald
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SkillDesc.txt is only used for showing the damage in the stat screen, it may or may not reflect the actual damage dealt. There is also some data for these skills inside Missiles.txt but not every value is softcoded into the txt files at all, the answer may be inside the code itself

humble prairie
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Yeah where damage comes from is decided in a couple places. In skills.txt you can set some damage, this is often used for simple stuff like direct damage or singular missiles damage. Generally speaking you'd want to keep the "base" damage here.
In missiles.txt you can also set different damages per missile. If I'm not mistaken there is a column for whether or not it should include masteries. There is also a "Skill" column which tells the missile to take its damage from the associated skill and use that calculation instead. That is often used for delayed or secondary missiles, like in meteor. Meteor casts the initial missile and then after a second that initial one creates another missile that takes its damage from the Meteor skill calculation.