The following self buffs are confirmed to be adding to the Critical Severity/Combat Advantage portion of the damage formula, rather than being a multiplicative buff in the buff category of damage.
Barbarian
-Trample the Fallen
-Raging Strikes
-Battlerage (the mechanic)
-Relentless Battlerage
Fighter:
-Vengeance above 50%
-Combat Superiority
-Determination
-Enduring Vengeance
(yes, I rechecked these today, still bugged)
Cleric
-Doomslayer
-Divine Equilibrium
The following self bugs are confirmed to be on live .
Coincidentally (or not so coincidentally?), the known instances of the bug are on all the classes that
@asterdahl handled in the Mod 16 rework (GF/GWF/DC). I am gathering all the bugged self buffs I know into one thread so asterdahl doesn't need to go into separate threads to figure out what's going on. If he wants the proof, the bug reports listing the bugs are linked below.
I do note that not every self buff was mentioned on these classes. I didn't have the patience to check those other buffs, but I would bet they are bugged by being additive to CA/Severity as well.
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Individual Threads of Proof:
https://www.arcgames.com/en/forums/neverwinter/#/discussion/1250926/barbarian-damage-bonuses-buggedhttps://www.arcgames.com/en/forums/neverwinter/#/discussion/1250399/pc-fighter-bugs-self-buffs-incorrectly-calculating-heavy-slash-tooltip-incorrecthttps://www.arcgames.com/en/forums/neverwinter/#/discussion/1250929/pc-doomslayer-and-divine-equilibrium-additive-instead-of-multiplicative
Comments
How can those programming mistakes make it all the way to the live game? Even if they get fixed it won't lift those classes enough to be competitive in the new Trial. This is bad.
I could accept a low QA engagement if devs actions would be more responsive towards players reporting.
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I don't feel like testing every Ranger buff in the interest of time and don't have everything unlocked on a live Ranger, so I can't test some of the higher end stuff on the roleplayer path (
What's Hunter?).Also worth noting that according to Sharpedgelord Testing™, Wizard buffs like Arcane Stacks, Controlled Momentum, amd Chilling Presence are working correctly.
With the given that all the CW stuff works and that a good portion of the Ranger stuff works correctly, we can make the logical assumption that noworries classes (HR/CW/TR/SW) have correctly programmed buffs.
Though if anyone can provide proof stating otherwise, they are feel free to disprove that notion.
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Conditions were naked, guild ArmorPen Boon, 84% Crit Sev, effective 9500 (10000 CA-500 dummy Awareness), 100 fixed damage weapons, and 16 STR.
Seeker's
Expected damage if bugged:
100*0.25*1.04*(1+0.84+0.0950+0.10)=52.91
Expected damage if correct:
100*0.25*1.04*(1+0.84+0.0950)*1.1=55.341
This is the result:
And I can assure you I was standing in the correct spot to get Seeker's Vengeance.
Throw Caution
I don't think anyone uses Throw Caution anymore, but it is calculated correctly. Used Seeker's for this test, in addition to Throw Caution, Crit, and companion for CA.
Expected damage if bugged:
100*0.25*1.04*(1+0.84+0.0950+0.1+0.1)=55.51
Expected damage if correct:
100*0.25*1.04*(1+0.84+0.0950)*1.1*1.1=60.8751
Result:
Deft Strikes
Used Steel Breeze for the test, but same conditions of before are held constant. I couldn't get the numbers to exactly match up, but the damage is very close to the buffed damage.
Expected Damage if bugged:
100*1.5*1.04*(1+0.84+0.0950+0.1+0.1)=333.06
Expected Damage if Correct:
100*1.5*1.04*(1+.84+0.095)*1.1*1.1=365.2506
Result:
Twin Blade Storm:
Used Clear the Ground. Since it's Lightning damage, need to use magic damage and account for 12 INT rather than my STR. Used Seeker's, got a Crit, had CA, and had companion CA wall.
Expected damage if bugged:
100*0.20*1.03*(1+0.84+0.095+0.1+0.08)=43.569
Expected damage if correct:
100*0.20*1.03*1.08*1.1*(1+0.84+0.095)=47.3548
Result:
Multiplicative buff stacking was a big problem for Neverwinter and is what would cause a normal geared group to do a boss over minutes, and a group that knew how to min max all of the stacking buffs to complete a boss in seconds.
We had made the decision in M16 to switch the buffs over to additive instead of multiplicative to keep power creep in a better place to allow content to be designed better for both elite and standard groups.
Throughout the handover of classes as staff changes occurred, this adjustment was missed for the Ranger, Warlock, Wizard, and Rogue. They are actually the classes in error here and the ones that will need to have their buffs adjusted.
I realize that the players in this thread understand the significant difference between the two methods (which is exactly why you did tests and brought this up), but for those who have not delved as far into the math:
If a player has 10 buffs that each increase the damage 10%, there are two main ways to do this. The first is to add up all of the buffs together and then multiply by the base. If the player's base damage was 1000, then the end result would be 2000 damage as it would be a total of 10 x 10% = 100%.
The second method is to multiply each bonus on top of the previous bonus. In the past this was how most damage boosts worked, and it was also the one of the biggest source of problems of having so many stacking sources that players could even potentially 1 or 2 shot endgame bosses. With the same number of bonuses as the above example, instead of ending at 2000 damage you'd end up at ~2600 damage, or in this particular case 30% more damage than the other method.
Now that might not look like much at a small scale, but let's compare bigger effects. Let's look at if in the examples above instead each boost was 20%.
Additive = 3000 damage
Multiplicative = ~6200 damage - so now the multiplicative approach is over double the value of the additive.
The bigger the value of the bonuses and the more of them that there are, the bigger the gap between the two methods. Additive provides a much more linear approach that works better for the long term health and balance of the game.
There isn't a valid reason that all those 3 should be added together. Buffs should be added to buffs, debuffs to debuffs, CA has it's counter stat and critical severity is on crit.
CA and Severity, and in this case Buffs should be seperated.
This is similar issue with outgoing healing, where it is added to critical severity...
What next, we should added power multiplier into the bucket too????
weapon * magnitude * ( 1 + arp_defense_reduction + severity * crit + CA + buffs + power/100000 + debuffs + everything else in existence). ??
Additive should be confined to its proper groups.
weapons * magnitude * (1 + power / 100000) * ( 1 + crit * severity ) * (1 + ca) * ( arp_resistance) * (1- targetdeflectChance * deflectSeverity) * ( 1 + SUM OF ALL DAMAGE BUFFS) * (1 + SUM OF ALL DEBUFFS)
This is how additive buffs should work.
If when things where they belong too over-perform, then the can be adjusted, if it's lower CA ratio, severity, or adjusting the buffs or magnitudes.
But the entire things should have at least some consistency and logic first.
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At this stage, the trial has been adjusted using data that will be irrelevant once this oversite has been fixed. I am really not hopeful for the community at large once the damage formula is... fixed.
As always, please keep feedback constructive. Emotions can run high on these topics on all sides but it helps when we can all focus on facts and not inflammatory speculation or personal attacks.
Hold up.
Multiplicative buffs were mathematically correct for as far back as Mod 6 (possibly even Mod 4/5 if my recollections of kaelac's works are correct).
So, tell us, where on any of the Mod 16 Official Feedback Threads was it mentioned that:
-buffs are supposed to be additive?
And especially:
-buffs are supposed to be included in the same damage multiplier as Critical Severity and Combat Advantage?
I assume this change will be valid for all +dps buffs(also from gear), not just the self buffs that OP posted about.
It is fairly obvious that multiplicative dps buffs are bad - they makes the value of such buffs increase exponentially the more buffs you have. Things easily get out of control that way. My personal opinion is this is a needed and overdue change.
There however could be a discussion about how additive dps buffs are implemented, or rather what base damage they refer to.
Cryptic has chosen to let additive dps buffs refer to base damage before CA and crit severity. They could just as well let additive dps buffs refer to base damage including CA and crit severity, although that would introduce a small exponential effect by itself. It however would make dps buffs more valuable.
The way it is done now reduces the value of +dps buffs dramatically.
But either way, when his is implemented properly, of course there need to be a balancing pass to the classes. They are currently tuned with the current situation in mind, so cannot just remove that dps and say sorry
Asterdahl (GF/GWF/DC) - Performing correctly and not impacted by the bug.
NoWorries (SW, CW, HR, TR) - Overperforming due to the bug.
Not quite sure who did the OP.
If the solution to fix the problem will reduce the outgoing DPS of the NoWorries classes this might help to bring the Wizard, Rogue and Ranger into line with the Asterdahl classes.
Unfortunately it reduces the DPS output for the Warlock too, which is already woefully underperforming on their DPS side.
Asterdahl would like us to continue to still play our classes so that they can gather data and make more accurate changes to the classes to help them out. There are very few DPS Warlock's playing, the simply don't get into the end-game content unless they get a pity/carry run from friends/guildies. With the additional DPS reduction coming their way from this fix, a DPS Warlock will be as rare as rocking-horse s**t.
I understand that you need a lot of data to make accurate modifications, I fear that you'll not be gaining enough data for the Warlock. I'd suggest giving the class a little bit of an increase on the magnitudes to help them out so that you can collect more data about the class itself. It's a temporary measure, but one I suspect needs to be done to simply allow you to gather the right volume of info.
Have a nice day.
DPS players of other classes have been somewhat worried that the discrepancy will make them "not wanted" for ToMM. Now, if the 3 classes mentioned before are nerfed a bit, that would make good Cleric, Fighter and Barbarians just as sought after for Tomm as the other 3 classes, but at the same time ToMM probably needs to be toned down a bit as well if the DPS pf Wizards, Rogues and Rangers is brought down to match that of the other DPSers.
Is this on live or preview? because saying warlock is overperforming on live is probably the biggest joke i've heard in some time
If you argue with fantasy numbers for fixing a problem, I get the feeling the problem is fantasy, too.
(base 1 + CA 1 + crit sev 1,5 + dpsbuff 0.03) = 3,53
0.03/3,53 = 0.0085
3% nominal dps buff corresponds to a 0.85% dps increase.
Assuming 200k power, that is equivalent to 3000 * 0.85 = 2550 power increase.
With the additive dps buffs, the new mod 16 gear will be at least close to being competitive with the old dps buff gear.
With multiplicative dps buffs the old dps buff gear is a lightyear ahead as it will be worth 3% or more depending on how many dps buffs you can stack.
So the multiplicative buff error also is at the bottom of Cryptic missing the target of phasing out the old dps gear.
Yule (Barb): 72k : Siren (TR): 78k : Torun (DC): 73k : Siren OP (OP): 76k : Siren SW (SW): 78k : Modern (F): 80k : Cherry1 (CW) : 68k Siren HR (HR): 78k
And because there is a direct correlation between the underperforming classes and those classes that got fixed, how about reverting the fix until mod18, where more data will be gathered and the problem is more understood?
My suggestion is, that it works as explained by @micky1p00 above, but with the addition that item buffs are their own category (so the buffs from shadowstalker do not add with your feats) and they add with each other within the item buff category.