[BUG] Runed Stat calculation
CBflamer opened this issue ยท 4 comments
Technical Specs (please complete the following information):
- Craft to Exile Version [2.8.7b]
- World Type [Multiplayer]
- RAM Allocation [6GB]
Describe the bug
Crit chance calculation with runed gear seems to give additional crit chance outside of at least+crit chance being additive
To Reproduce
Steps to reproduce the behavior:
- Add VOH or CEN to jewlery or weapon/offhand respectively
- Watch your crit increase by more than the added amount
- Inquire about the inner workings of crit chance because you're confused by non simple calculations
Expected behavior
I expect + crit chance % to give the crit chance additively without any multipliers (increased or multi)
Additional Information (screen shots, etc.)
I removed everything from the gear slots and side bar.
The base 2% crit chance + 16.5% from talents +2.2% from dexterity = 20.7% crit chance (rounded to the written 21%)
Crit with runed ring
The ring has +1.9% Crit Chance, which I would think would make the crit 20.7% + 1.9% = 22.6% instead of 25%
Crit with runed shield
Runed shield has +2.4% Crit Chance, 8% Increased Crit Chance, and +6 Dexterity.
The dexterity increases to 47, giving 2.6% Crit Chance up from 2.2% (0.4% increase).
(20.7% + 0.4% + 2.4%)*(1+ 0.08) = 25.38% instead of 31%
Crit with both
(21.1% base + 1.9% + 2.4%)*(1 + 0.08) = 27.43% instead of 36%
Math could be user error of course and the "formulas" are based on my potential misunderstanding of how crit functions. I'm really curious as to how the game calculates these crit chances, because with my limited testing it seems to function differently for runed items in a positive way (for the user). Let me know if there's anything else I should show. I did try some uniques with crit chance (including the rapith globe in the discord post which changed my crit chance from 30% to 34% with a 12% increased crit chance 30*1.12 = 33.6%) and the my understanding of how crit works applied correctly to those items.
I'm not really sure what's going on tbh but the math should work fine. We've done a lot of testing and double checking the formulas and usually when there's a mismatch it ends up being user error.
Having said that, I never explicitly checked runes. It seems to be the issue. Thanks for posting, I'll do some tesitng hwhen i have time!
so its not just crits eh? im actually tackling this right now. think i figured it out.