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.
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.
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.
See after applying gem: