test content
What is the Arc Client?
Install Arc

Damage bonus layers

aiqaaiqa Posts: 2,620 Arc User
edited November 2014 in Power Discussion
I've noticed a lot of misconceptions about damage layering. Often I see it wrongly being divided in “additive” or “multiplicative”, or “this bonus is calculated before that bonus” .
So to try dispel those ideas, this is how damage bonus layering in CO works.

First the “this bonus is calculated before that bonus”, that is completely irrelevant. When you starting damage is 500, then first there is a 75% damage bonus, and secondly a 50% damage bonus, that is exactly the same is doing the 50% bonus first and the 75% bonus second.

About bonuses being “additive” or “multiplicative”.
There are 3 damage bonus layer, all those layers are multiplicative with each other:
  • Base damage, this is where stuff like ranks, dps role bonus and a few specs go (setup and preemptive strike). All those bonuses are multiplicative. This also means you don’t really have to group these in any layer, but it looks a bit cleaner doing so.
  • Then we have a bonus layer where most of the bonuses spec and powers go. All the bonus numbers from stats, everything that says damage strength, most specs, all forms except mental discipline, all passives, all AO and most other powers are added together.
  • Lastly we have the bonus layer that hold the damage bonus from offense, severity, certain adv (all those 2pt adv that add 30% damage to a power, and the bonus from MD) and mental discipline,and maybe a few more things. Again all those bonuses are added together to form one bonus layer.

Like you can there are only a few things that are truly multiplicative, only ranks, role bonus and some specs. But things like offense, or severity that is often considered multiplicative bonuses are no more inherently multiplicative than damage strength. They both are multiplicative with the other layers, and additive with things that go in the same bonus layer.
Post edited by Unknown User on

Comments

  • quasimojo1quasimojo1 Posts: 642 Arc User
    edited September 2014
    Good info. I didn't know that the e.g. 2pt power advantages that add 30% damage, or the MD advantage, were in the 3rd layer. Thanks!
    LTS since 2009. Author of ACT parser module for CO. Founder of Rampagers. Resident curmudgeon.

    "Without data, you're just another person with an opinion." -- W. Edwards Deming
  • kaiserin#0958 kaiserin Posts: 3,223 Cryptic Developer
    edited September 2014
    Nice info. A clarification though, not all 30% advantages fall under the severity layer. Some are to base.
  • aiqaaiqa Posts: 2,620 Arc User
    edited September 2014
    quasimojo1 wrote: »
    Good info. I didn't know that the e.g. 2pt power advantages that add 30% damage, or the MD advantage, were in the 3rd layer. Thanks!

    Glad it's of some use. :smile:
    kaizerin wrote: »
    Nice info. A clarification though, not all 30% advantages fall under the severity layer. Some are to base.

    Oh right, tgm, or are there more?

    /edit, switched replies.
  • flowcytoflowcyto Posts: 12,859 Arc User
    edited September 2014
    Its good info, though it doesn't factor in resists.

    I've been guilty of throwing around the additive/multiplicative tags too much, but I dunno a better way to quickly label how the modifier works to those that don't get the layering. Is there a better way to convey that w/o being long-winded?

    Also sometimes use 'base' and 'final' differently, depending on the context. Like calling the dmg in parenthesis on SCT 'base' and the other one 'final'. Would be more accurate to say 'final before resist' and 'final'- but that labeling isn't really, uh, efficient.
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • aiqaaiqa Posts: 2,620 Arc User
    edited September 2014
    flowcyto wrote: »
    Its good info, though it doesn't factor in resists.

    I've been guilty of throwing around the additive/multiplicative tags too much, but I dunno a better way to quickly label how the modifier works to those that don't get the layering. Is there a better way to convey that w/o being long-winded?

    Also sometimes use 'base' and 'final' differently, depending on the context. Like calling the dmg in parenthesis on SCT 'base' and the other one 'final'. Would be more accurate to say 'final before resist' and 'final'- but that labeling isn't really, uh, efficient.

    Resistance is unrelated to this. If your dps before counting resistance is say 1000, it doesn't matter if you needed 0% damage bonus or 500% damage bonus to get there, resistance will just be applied to that 1000 dps. Which of course works like damage/(1+resistance).

    I usually use "base damage bonus" for the layer I placed first, "damage strength" for the layer I placed second, and "additive with severity" for the layer I placed third (since I don't know a good name for that last one).
  • ayonachanayonachan Posts: 557 Arc User
    edited September 2014
    Negative resistance can be written off as 'adding' to the base. It literally comes last in the calculations(or first..? Depends on the way you look at it really but the positioning doesn't matter as long as you know how it functions). All one needs to know is that it is on the layer that rankups/role/etc. fall under.

    Let me just add this bit in to avoid confusion. Rankups/role/etc. are not added together. One can classify them in the same 'layer' because they function similarly but do not add them directly for they are independent from...well everything!

    2 (1)

    2 is your damage after resistance. 1 is the damage before resistance.

    [Combat (Self)] Gravitar deals 2986 (107298) Crushing Damage to you with Force Detonation.

    I don't die, yay!

    [Combat (Self)] Your Two-gun Mojo deals 4932 (3491) Piercing Damage to Test Dummy.

    This was before the regenerating test dummy so I could push past 10k dps(subjective to internet issues) with a full setup on our resident immortal punching bag(but that requires patching the game and redoing all my keybindings..)


    Before Resistance

    ((((((((Bare-Base Damage * (1+ Role Bonus{25%, 0%, -10%})) * (1+ Rankup Bonus{20%})) * (1+ Rankup Bonus{20%})) * (Variance for Power in question)) * (1+(Sum of all PassiveDamageBonuses%))) / (1 + (Sum of all PassiveDamageDebuffs%))) * (1 + (Sum of all SecondLayerDamageBonuses%)) / (1 + (Sum of all SecondLayerDamageDebuff??%))



    After All Resistance

    ((((((((((((((Bare-Base Damage * (1+ Role Bonus{25%, 0%, -10%})) * (1+ Rankup Bonus{20%})) * (1+ Rankup Bonus{20%})) * (Variance for Power in question)) * (1+(Sum of all PassiveDamageBonuses%))) / (1 + (Sum of all PassiveDamageDebuffs%))) * (1 + (Sum of all SecondLayerDamageBonuses%)) / (1 + (Sum of all SecondLayerDamageDebuff??%)) / (1 + RedirectedForce%) * ((100% - Avoidance%) - AvoidancePenetration??%) / (1 + Defense%) / (1 + Block%) * (1 + NegativeResistanceDebuff%) - Flat Damage Reduction


    Oh and Block Resistance and Defense Resistance function the same way but are actually on different layers. Negative Resistance treats them as one entity and subtracts from them until you reach negative resistance. Defense Penetration is a type of Negative Resistance that only nullifies the resistances. You need powers/specs that have the ability to push the defender into negative resistance in order to have it become a damage bonus(the 2 (1) thing)

    Might as well add in that Dragon'sWrath halves the product of block resistance, defense resistance and negative resistance then adds 0.5

    100% defense resistance, 250% block resistance, and 0% negative resistance would yield 7 but due to Dragon'sWrath it makes it 4.
    2*3.5/1 = 7 / 2 = 3.5 + 0.5 = 4

    Defense Resistance (2) * Block Resistance(3.5) / Negative Resistance (1) = 7 / Dragon's Wrath (2) = 3.5 + Dragon's Wrath (.5) = Final 'Defense' (4 which is 300% resistance)


    100% defense resistance, 250% block resistance, 100% negative resistance would yield 3.5 but due to Dragon'sWrath it makes it 2.25.
    2*3.5/2 = 3.5 / 2 = 1.75 + 0.5 = 2.25

    Defense Resistance (2) * Block Resistance(3.5) / Negative Resistance (2) = 3.5 / Dragon's Wrath (2) = 1.75 + Dragon's Wrath (.5) = Final 'Defense' (2.25 which is 125% resistance)
  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    edited September 2014
    Urr. Calling 'base damage' a single layer is kind of odd. In any case, there are at least the following layers, all of which multiply together:
    • Level
    • Relative Level (how your level compares to the level of your target. Affects all power effects, your energy builder produces less energy on a substantially higher level foe).
    • Rank
    • Role
    • Crit (offense goes in this layer, as do a small number of other abilities -- some of the 30% enhancements, possibly Mental Discipline -- it used to, haven't tested recently)
    • General (superstat bonuses, passives, buffs, etc)
    I haven't tested most of the spec trees, they might be their own multiplier. Likewise, I haven't tested the effect of stars.
  • aiqaaiqa Posts: 2,620 Arc User
    edited September 2014
    ayonachan wrote: »
    Might as well add in that Dragon'sWrath halves the product of block resistance, defense resistance and negative resistance then adds 0.5

    Oh I didn't know it added 0.5, any reasons for that?
    And does this mean it only really be a positive effect after 100% resistance, after all that would be 1*.5+.5=1.

    ..

    I tested that, but I think I misunderstand what you mean.
    When hitting a training dummy I get
    Your Dragon's Wrath deals 1882 (2071) Slashing Damage to Regenerating Test Dummy C.

    This is just 2071/1882=1.1, so exactly half of the default 20% resistance they have.
    Where does the added 0.5 come from?
    Urr. Calling 'base damage' a single layer is kind of odd.

    Not at all, it is for exactly the same reason as grouping the other stuff, to keep it clean and readable. When looking at the preemptive strike spec, cryptic explicitly calls that a base damage bonus, so by extension all similar damage bonuses (stuff that is multiplicative with every other damage bonus) is just base damage bonus.
  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    edited September 2014
    aiqa wrote: »
    Oh I didn't know it added 0.5, any reasons for that?
    If you would normally divide damage by 6 (say, 100% damage resistance, 200% block) you instead divided damage by 3.5. It doesn't do the obvious thing of halving damage resistance, or halving block, or halving each of them, it takes the product and then applies halving. If you don't have two types of damage resistance (and I think the two types have to be block and conventional, avoidance isn't affected AFAIK) it's indistinguishable from halving resistance.
  • aiqaaiqa Posts: 2,620 Arc User
    edited September 2014
    If you would normally divide damage by 6 (say, 100% damage resistance, 200% block) you instead divided damage by 3.5. It doesn't do the obvious thing of halving damage resistance, or halving block, or halving each of them, it takes the product and then applies halving.

    Oh I get it, it is to offset halving the "1" in the damage/(1+resistance). I missed that one since I always thought of it as damage/(1+(resistance*.5))
  • edited September 2014
    This content has been removed.
  • joybuzzerxjoybuzzerx Posts: 882 Arc User
    edited September 2014
    gradii wrote: »
    I think all of those advantages should be to base. people pass up things like tigers courage precisely because r3 is always better, where there should occasionally be reason to take an advantage.

    Or better yet, make those 1 pt advantage so people can decide if they want to take a point from something and throw another point at a power!
  • kaiserin#0958 kaiserin Posts: 3,223 Cryptic Developer
    edited September 2014
    I'm too lazy to pick through the advantages, but I recall any of them that state they grant bonus damage to a specific damage type added to severity layer, and ones that stated they added a global damage boost added to base. Mostly melee advantages added to severity and ranged ones to base (sigh).
  • flowcytoflowcyto Posts: 12,859 Arc User
    edited September 2014
    Well, advs like Close the Gap aren't a strict 30% either- they depend on ur range rel to the target. Power Gauntlet's Downrange Disaster and Chest Beam's Point-Blank Blast are other ones that work like that (though DD is the opposite- best at 100ft).
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • jimhsuajimhsua Posts: 412 Arc User
    edited November 2014
    Hi (hope I'm not bumping something too old). Just wanted to offer proof that the role DPS bonus is indeed in its own multiplicative layer and not in the offense/severity layer (as some people had that misconception). For this, it suffices to demonstrate that the ranged and hybrid layers produce the same actual crit severity (the total amount that crits are boosted, and not the displayed crit severity).

    High severity test:
    Ranged, noncrit	Hybrid, non-crit
    285.6316244	235.1716667
    
    Ranged, crit	Effective sev ranged	Hybrid, crit	Effective sev hybrid
    607.745	112.77%	500.548	112.84%
    597.14	109.06%	486.091	106.70%
    595.139	108.36%	514.11	118.61%
    615.807	115.59%	469.425	99.61%
    590.991	106.91%	513.196	118.22%
    584.82	104.75%	486.951	107.06%
    620.438	117.22%	510.61	117.12%
    566.481	98.33%	486.151	106.72%
    590.769	106.83%	505.574	114.98%
    623.936	118.44%	499.027	112.20%
    572.555	100.45%	472.751	101.02%
    573.885	100.92%	475.534	102.21%
    609.468	113.38%	501.647	113.31%
    598.798	109.64%	493.966	110.04%
    600.211	110.13%	480.369	104.26%
    614.104	115.00%	465.861	98.09%
    598.698	109.60%	475.443	102.17%
    602.124	110.80%	479.448	103.87%
    589.468	106.37%	484.66	106.09%
    616.632	115.88%	495.571	110.73%
    580.066	103.08%	493.579	109.88%
    615.959	115.65%	486.514	106.88%
    595.188	108.38%	470.856	100.22%
    593.907	107.93%	492.138	109.27%
    601.029	110.42%	498.556	112.00%
    623.314	118.22%	466.857	98.52%
    594.866	108.26%	476.678	102.69%
    601.547	110.60%	504.59	114.56%
    600.997	110.41%	486.997	107.08%
    600.058	110.08%	514.236	118.66%
    624.826	118.75%	507.164	115.66%
    577.036	102.02%	505.189	114.82%
    624.233	118.54%	513.363	118.29%
    593.262	107.70%	501.665	113.32%
    621.727	117.67%	508.824	116.36%
    607.142	112.56%	509.859	116.80%
    566.54	98.35%	490.377	108.52%
    586.452	105.32%	467.814	98.92%
    616.809	115.95%	473.427	101.31%
    616.963	116.00%	490.851	108.72%
    592.006	107.26%	470.914	100.24%
    624.219	118.54%	482.998	105.38%
    567.758	98.77%	493.7	109.93%
    614.142	115.01%	493.271	109.75%
    571.428	100.06%	485.07	106.26%
    618.33	116.48%	505.403	114.91%
    606.817	112.45%	476.609	102.66%
    574.581	101.16%	512.504	117.93%
    615.691	115.55%	474.219	101.65%
    608.424	113.01%	511.676	117.58%
    623.405	118.25%	500.505	112.83%
    570.025	99.57%		
    618.821	116.65%		
    576.114	101.70%		
    612.275	114.36%		
    624.621	118.68%		
    615.753	115.58%		
    579.923	103.03%		
    
    Effective sev ranged	110.21%
    Effective sev hybrid	108.97%
    T-test:	0.304376811
    
    
    

    Low severity test:
    Ranged, noncrit	Hybrid, non-crit
    178.6142077	148.3681165
    
    Ranged, crit	Effective sev ranged	Hybrid, crit	Effective sev hybrid
    257.686	44.27%	219.015	47.62%
    262.439	46.93%	224.824	51.53%
    266.031	48.94%	222.126	49.71%
    256.7	43.72%	229.895	54.95%
    258.007	44.45%	220.058	48.32%
    266.369	49.13%	225.952	52.29%
    280.213	56.88%	226.569	52.71%
    267.248	49.62%	225.444	51.95%
    267.29	49.65%	226.024	52.34%
    257.009	43.89%	223.279	50.49%
    258.774	44.88%	230.046	55.05%
    263.443	47.49%	213.262	43.74%
    270.355	51.36%	226.358	52.57%
    269.01	50.61%	219.302	47.81%
    269.171	50.70%	223.943	50.94%
    267.851	49.96%	223.58	50.69%
    270.909	51.67%	212.289	43.08%
    257.013	43.89%	226.913	52.94%
    278.946	56.17%	225.086	51.71%
    254.658	42.57%	217.974	46.91%
    275.949	54.49%	214.071	44.28%
    272.158	52.37%	232.693	56.83%
    259.598	45.34%	230.333	55.24%
    277.956	55.62%	221.829	49.51%
    262.689	47.07%	225.421	51.93%
    280.045	56.79%	218.931	47.56%
    265.975	48.91%	219.484	47.93%
    275.172	54.06%	221.482	49.28%
    254.438	42.45%	224.967	51.63%
    265.353	48.56%	222.253	49.80%
    278.29	55.81%	225.094	51.71%
    272.781	52.72%	216.205	45.72%
    261.547	46.43%	226.582	52.72%
    		225.531	52.01%
    
    Effective sev ranged	49.32%
    Effective sev hybrid	50.40%
    T-test	0.256686191
    
    

    Statistics: Two-tailed student's T, equal variance (homoscedastic)
  • kaiserin#0958 kaiserin Posts: 3,223 Cryptic Developer
    edited November 2014
    I'm actually going to sticky this as it's quite handy to reference. Man the combat forum has a lot of stickies..
  • What number is displayed when i look at a the in game power description?
  • kamokamikamokami Posts: 1,634 Arc User

    What number is displayed when i look at a the in game power description?

    It's the number calculated after taking into account every bonus except for severity
  • aiqaaiqa Posts: 2,620 Arc User
    edited March 2017
    A few examples on how things get affected by different damage bonuses.
    (there are only a few things that we can precisely calculate, and that have any value over looking at tooltips)

    We have a quite a few new powers with 30% base damage bonus advantages (annihilate, massacre, luminescent slash, etc)
    You take those in stead of rank 3, which would have given 20% base damage bonus.
    So with those advantages you do (13/12=1.083) 8.3% higher damage than you would do with r3.

    We also have a many utility mods with a damage bonus for specific sets now.
    Those are all additive with offense and severity, so to figure out how much those effect your overall damage you need keep crit and offense in mind (keep in mind this does not mean a more effective mod is actually better).

    As an example, a build with 30% crit chance, 120% severity, 15% offense.
    The average damage multiplier from those things would be
    1+0.15+0.3*1.2=1.51
    If we insert a r9 10% damage mod into that we get.
    1+0.15+0.3*1.2+0.1=1.61
    So the your overall damage would be (1.61/1.51=1.066) 6.6% higher.

    Now if we change the crit chance to like 80% (possible with certain sets), it changes to.
    1+0.15+0.7*1.2=1.99
    And with the mod
    1+0.15+0.7*1.2+0.1=2.09
    So only a (2.09/1.99=1.050) 5% higher damage.

    Or if we change the crit chance to 20% and severity to 50% we'd get.
    1+0.15+0.2*0.5=1.25
    And with the mod.
    1+0.15+0.2*0.5+0.1=1.35
    So that is a (1.35/1.25=1.08) 8% higher damage.

    Or if we remove all offense from the first example.
    1+0.3*1.2=1.36
    And with the mod
    1+0.3*1.2+0.1=1.46
    So that is a (1.46/1.36=1.074) 7.4% higher damage.
    Post edited by aiqa on
  • flowcytoflowcyto Posts: 12,859 Arc User
    That's a nice way to show how severity, offense, and crit% all can impact dmg bonuses in the offense/severity layer, though I think ur using a 70% crit chance instead of 80% for the 2nd example. It seems like most average range of gear/stats will leave one in the 70-80% of listed value range, while in some of the best gear ur effectively cutting the listed bonus by about half (or slightly more).
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
Sign In or Register to comment.