In the past I remember power had a diminishing return, and because of some complex math I do not understand +1%dmg was equal to about + 3000 power and this was back when power was 400:1. Now power is stated as 1000:1, so does 3000 power = +3%dmg and if not, why doesn't it?
is there a point when power starts to diminish in return, if so what point?
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Δp/(100,000+p) x 100%
where Δp is the increase in power, and p is your initial power.
As your power increases, the percent increase in damage decreases.
If you have 50,000 power, and you add 2,000 more power, your percent increase in damage is 1.33%.
If you have 100,000 power, and you add 2,000 more power, your percent increase in damage is 1%.
If you have 150,000 power, and you add 2,000 more power, your percent increase in damage is 0.8%.
Etc.
If you have 50k power, your damage is multiplied by 1.50 (1 + power/100000).
If you add 3k power to that, 3% is *added* to the multiplier, so it becomes 1.53.
However, if you compare the old and new multipliers, you'll see that the new is only 2% higher than the old (as 1.53/1.50 = 1.02). So your damage will be only 2% higher.
So, there isn't a predefined curve, but power being additive makes it lose effectiveness as your current Power increases.
The power damage multiplier augments all other damages. In that sense, its multiplicative , just like a 3% damage multiplier from gear.
A 3% damage multiplier means... multiply total damage by 1.03
A player with 150,000 power (150% bonus)... multiplies total damage by 2.50
With 100% crit severity, on a crit without CA.. multiplies total damage by 2.00
With all three multiplied together your get:
Base Damage x 1.03 x 2.50 x 2.00 = 5.15 times more damage than Base
For a 4,000 damage weapon and a 375 magnitude encounter skill:
The base damage is 4,000 x 3.75 = 15,000
15,000 x the 5.15 multiplier = 77,250 damage on your strike (potentially). I say potentially cause it will be further modified by enemy defenses and any other buffs & debuffs that are occurring.
Generally, small bonuses can be thought of as additive. 3% is an extra 3%. It takes a huge amount of small bonuses to start multiplying out of their additive range. Ten 1% boosts, for instance, gives a combined 10.4% boost. A thousand 1% boosts would give you a 2,095,815% boost due to the power of exponential stacking. So, if your character had a thousand 1% boosts it could probably 1 hit any boss in the game. A 1000% boost would be pretty darn good too, but not as good as a thousand 1s.
Adding a 3% boost to 500% means: 5.00 x 1.03 = 5.15 (gives you 15% extra base damage instead of 3%)
Top end players are hitting a combined total damage modifier of about 1000%. For them, a 3% boost is adding 30% of base damage.
I'm not home to check buffs on EQ, nor do I feel like wasting the time, so this as a generic example.
If you have:
• 3% damage bonus to at-wills
• 3% damage to melee x2
• 3% damage to encounters
• orcus set damage % is variable depending on health difference. you're never going to be doing 20% damage most of the time. we'll say 10% damage on average for giggles because im not doing math.
So by this example:
• the 3% from at-wills only fires on at-wills which should proc a lot
• 3% on melee (if you're a melee class) would proc a lot
• 3% on encounters you'll proc the least out of these
• orcus set, on mobs that melt easy I doubt you would see a huge difference. the difference in your hp and enemy hp would be negligible if you're one shotting mobs. where this would shine is on bosses or enemies with a lot more hp so there's more uptime.
So I guess the real question is how were you "testing" the changes. At a dummy? Running ACT to see difference in damage per attack? Or are you just running around attacking random mobs and "feeling" your way through your testing?
If you're hitting the necessary stats, the new gear is basically just item level. At the end of the day, if the +damage gear is only 1% more effective that still makes it better.
I obviously don't know your class, playstyle, powers used, etc to say anything more than that.
So you're tracking your damage through the paingiver? If so, we can skip the discussion because that, to me, is not an accurate way to determine anything other than "on this run I was better than this person, and on this one I wasn't".
> well i have completely changed my build around and i have +19% dmg gear, and the "up to 20% dmg" bonus from demon lord set........i fail to really see a difference in dps between this and the mod 16 gear I was using.......I have 160k base power and 126k CA, and there is no way i am doing significantly more damage....definately not 50%
>
> I fail to comprehend why you believe you'll be seeing anywhere near a 50% increase in damage.
>
> I'm not home to check buffs on EQ, nor do I feel like wasting the time, so this as a generic example.
>
> If you have:
> • 3% damage bonus to at-wills
> • 3% damage to melee x2
> • 3% damage to encounters
> • orcus set damage % is variable depending on health difference. you're never going to be doing 20% damage most of the time. we'll say 10% damage on average for giggles because im not doing math.
>
> So by this example:
> • the 3% from at-wills only fires on at-wills which should proc a lot
> • 3% on melee (if you're a melee class) would proc a lot
> • 3% on encounters you'll proc the least out of these
> • orcus set, on mobs that melt easy I doubt you would see a huge difference. the difference in your hp and enemy hp would be negligible if you're one shotting mobs. where this would shine is on bosses or enemies with a lot more hp so there's more uptime.
>
> So I guess the real question is how were you "testing" the changes. At a dummy? Running ACT to see difference in damage per attack? Or are you just running around attacking random mobs and "feeling" your way through your testing?
>
> If you're hitting the necessary stats, the new gear is basically just item level. At the end of the day, if the +damage gear is only 1% more effective that still makes it better.
>
> I have shadowstalker 4, 2% dmg when 25' of enemy, terrored grips, +3% encounter dmg, protege hood, +5%dmg in UM, enduring boots, +3%dmg when stamina is over 75%, hags rags, +3% ranged dmg, ebonized raid ring, +3% ranged dmg. and i am going by avg lomm runs
That doesnt add up the way you describe.
And there are a great many playstyle variables (positioning, rotation, etc).
You say "avg lomm runs". Please link your ACT Data. That will tell the whole tale.
I am Took.
"Full plate and packing steel" in NW since 2013.
The first setup was with 2 Spy guild rings, both with a R15 Radiant enchant (so +9600 Power in total). The other setup used 2 Ebonized restoration rings with a +3% to ranged attacks, but only a single offensive slot (so there was a drop of 4800 Power). The bottom line was that the +dmg% rings gave roughly an overall 5% DPS boost - that is, they really gave a 6% boost, but the drop in Power meant only 5% total DPS increase.
Still certainly worthwhile. With 2x Ebonized raid rings instead, I would have gotten the full 6% boost, as they have 2 offensive slots.