Craft to Exile [Dissonance]

Craft to Exile [Dissonance]

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[BUG] Runed Stat calculation

CBflamer opened this issue ยท 4 comments

commented

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:

  1. Add VOH or CEN to jewlery or weapon/offhand respectively
  2. Watch your crit increase by more than the added amount
  3. 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.)
Stats (2)
Talents (2)
Base Crit

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%)

Runed Ring
Runed Shield

Crit with runed ring
Crit with 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
Crit with 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
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.

commented

i did it!!!

commented

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!

commented

so its not just crits eh? im actually tackling this right now. think i figured it out.

commented

Dunno if this was ever explored much, but I thought I should add that it's more like runed gear doubles (slightly more than doubles?) every rune, which of course makes it absurdly strong