# Does Minimum damage and Maximum damage tooltip make sense?

Minimum damage and Maximum damage values will now display separately in an item’s tooltip (i.e. “+2-4 Damage” will now display as “+2 Minimum Damage” and “+2 Maximum Damage”)

Isn’t that counter-intuitive?

I simply don’t get how this is meant to be logical and make sense.

Every time I look at it, i think to myself, “Add the two to get the actual maximum”.

Have I misunderstood this calculation entirely? Or do you all agree that the tooltip is confusing?

Maybe someone can post calculations that explain why this way makes more sense.

**EDIT**

I still need a conclusive answer (or confirmation) to the below:

An item with `10 - 12 damage`

gets a modifier of `+2 min / +2 max`

(or `+2-4`

as per the pre 1.0.3 tooltip).

Does this item scale to `12 - 14 damage`

?

If the same item gets `+3 min / +3 max`

(in this case, old tooltip listed `+3-6`

?), does it scale to 13 – 16 or 13 – 15 ?

How does one explain what the old tooltip did? i.e. what does the `6`

mean in `+3-6`

as per above?

### 2 Solutions collect form web for “Does Minimum damage and Maximum damage tooltip make sense?”

If an items does `10 - 15`

base-damage and you put in a gem that adds `+2 min / +2 max`

the new damage range is `12 - 17 damage`

.

Before the patch, the calculation was exactly the same, but `+2-4 damage`

is much more confusing (in my opinion). The new wording just clarifies what *really* happens.

**EDIT:**

Explanation of the old tool-tip: the damage modifiers of rubies (and `+X min`

or `+X max`

) on a weapon are calculated before other damage modifiers (like elemental damage for example). Within this, the `+X min`

get applied first, taking our example weapon from above to `12 - 15 damage`

after this, the `+X max`

gets added, resulting in said `12 - 17 damage`

.

If we get another weapon with a very small damage range like `10 - 11 damage`

it works the same – but after the `+X min`

is applied, we get `12 - 11 damage`

which doesn’t make sense. As a result, the max-damage is raised to `13`

and then the `+X max`

gets added, resulting in `12 - 15 damage`

. We ended up with `+2 min / +4 max`

.

Now, if we take a weapon with `10 - 10 damage`

(no range), we theoretically end up with `12 - 15 damage`

again, which is `+2 min / +5 max`

(or `+2-5 damage`

) but this doesn’t happen in game as there’s always a damage-range, so this possibility was excluded from display.

Conclusion: the old tool-tip showed the *theoretical* maximum effect a ruby could have, which doesn’t really happen in-game. Even my second example only happens rarely (only if you put a high ruby in a low-level weapon) so the new tool-tip is much more exact.

Here are some screenshots validating the damage increase and how the two different tool-tips can be interpreted.

`Before applying gem:`

If we applied a ruby on it, which says +8-16 damage, or when applied it says +8 min +8 max, this weapon would scale from 23-34 damage, to 31-42 damage.

But when applying a larger gem, such as a flawless square ruby, which says +14-28 damage, or when applied +14 min, +14 max, it now scales to 37-54 damage.

`Gem:`

`See after applying gem:`