Yeah well, we see a lot of that around here.
“// 11/5 immolate with 4/5 reaper fire vs slagged flesh damage inflicted
(35914.65234 * 1.32 * 3 * 1.75) * 1.1 * 3 * 1.75 = 1437331.32264”
Huh? If Immolate (at 11/5 skill points) grants +110% damage, where is the 2.1 multiplier? I see a 1.1 multiplier, but that is only a 10% bonus…
2.1 * 2.75 = 5.77
That 2.75 looks like fire vs flesh plus one (1.75 + 1).
immolate is not THAT good. Is ‘just’ *1.1 (110%) at 11/5.
look at the other splash damage tests/calculations … 50% splash is a 0.5 multiplier on the splash damage calculation, 80% *0.8 … so 110% *1.1
The damage type vs defense type multipliers work the same way 175% fire vs health *1.75 ; non elemental vs armor * 0.8 , 175% corrosive vs armor *1.75, etc … Would be too ridiculous otherwise
11 skill points for a 10% bonus?!
No. Doesn’t make sense to me. That’s crazy. Reaper at 4/5 grants a bonus of 32% or a multiple of 1.32. You use that number above. Why isn’t Reaper 0.32? Immolate at 11/5 should grant a bonus of 110% or a multiple of 2.1, right?
How would we know if 5.77 = 2.1 * 2.75 or 1.1 * 1.75 * 3? You assume slag and fire-on-flesh. But who knows? Maybe Immolate doesn’t double dip slag! Maybe it is 2.1 * (1+ ElementMultiple thus 2.5 in NVHM and 2.75 in UVHM).
We would need a debugger to see the values in the floating point register.
Or test 1/5 in Immolate (10% bonus)…
0.1 * 1.75 * 3 = 0.525 // the skill is a penalty
1.1 * 2.75 = 3.03 // triple damage vs flesh
1.1 * 1.4 = 1.54 // vs shield or armor (1 + 0.4)
1 POINT for 10% * 0.1 multiplier
11 points for 110% *1.1 multiplier
# vsHealthorArmorMul 1.75; Intermediary Damage Value 821332.12500000 15 2946866.250 Max 1260646.500 Cur 2697977.750 Prev 1437331.250 Damage 195885D8 baseaddress Spitter Skag vsHealthOrArmor
you can see there in the combat log snippet *1.75 is applied right at the end of the damage calculation chain…
Intermediary Damage Value 821332.125
and then bellow INFLICTED (immolate) 1437331.250 Damage (1437331.25 = 821332.125 * 1.75 )
The multiplier is 1.1 because immolate is bonus splash damage. Even if your weapon is non-elemental or corrosive, immolate will still register as additional fire damage to your base damage (which will be in whatever element your gun is). If you are using a non-elemental weapon, immolate will register as a separate damage number.
this happens regardless of the damage type of the weapon. The in-game damage pop up might aggregate the number if the weapon’s damage type is fire, but that is just player feedback … The damage applications are always separate …
Confusing. So a player would do less damage using 1/5 Immolate than he would without the skill?
Immolate (1/5) vs slagged flesh:
0.1 * 1.75 * 3 = 0.525
If damage = Gun * Reaper * Immolate, this is a penalty, right?
If the target is slagged and shielded or armored, Immolate appears to be detrimental up to 8/5, as 0.8 * 0.4 * 3 = 0.96.
I must not understand the equation. Unless we’re talking about bonus splash damage, and values for Immolate ranging from 0.1 to 1.1 make sense.
What confuses me is the 1.32 for 4/5 Reaper. There is no consistency in terms if a 32% bonus uses 1.32 while a 110% bonus uses 1.1.
Yeah, it works a little like custom loads, whereby the additional damage will be combined with the initial damage if the element is the same. But the damage is computed separately.
It is bonus splash damage. So it appears as a separate damage number to the original damage, so no you are not doing less damage. Like how your Snider has 50% splash, so the splash of the snider is computed as 0.5*(GD)*(elemental multiplier)*etc
reaper damage bonus is applied to the gun damage impact. So N * (1 + 0.08 * 4) at 4/5
immolate (splash damage in general) is a separate damage application and as such calculated as a percent of the gun damage (usually NormalHit for most splashes but for immolate is percent of inflicted damage) .
10 % of N = N * 0.1
110% of N = N * 1.1
Ah ha. Thanks for the explanations from both of you. I get it now.
Immolate at 11/5 is similar to a hypothetical Maliwan Snider with “Deals 110% bonus elemental damage” on the card.
The Pimpernel’s initial projectile doesn’t get the damage of (for example) the Ahab. Maybe it used to, but it definitely doesn’t right now.
The Pimpernel’s unlisted projectiles should be noted there more clearly in some way, with directly added gun splash per projectile - except maybe the vertical projectile, I’m not sure if that one get splash. And it should be clarified that the initial projectile itself seems to have no splash damage at all.
Also, there should be some clarification that the Storm’s unlisted … “projectiles” (the orbs) aren’t exactly grenade splash damage (I’m pretty sure the explosions do not deal any damage), but the teslas are grenade AOE damage, acting like a grenade tesla effect (and getting boosted by any grenade damage increase ofc).