Original Post — Direct link
over 5 years ago - /u/Mark_GGG - Direct link

Originally posted by damnim30now

They shouldn't be rolled individually. 1 roll should be made for the phys damage, then that damage converted.

Cold damage support and similar things would change that, though.

That is not how damage works.

over 5 years ago - /u/Mark_GGG - Direct link

Originally posted by damnim30now

Wait, it isn't?

So.. let's say you have a phys attack that does 100-200, with 50% converted to cold.

The way I understand it to work is a number is randomly generated between those two parameters- say 150, and then that number is converted appropriately. In this case doing an even 75 physical and 75 cold.

Am I wrong on this?

Does the 50% converted make it so a number is randomly generated between 50-100 for physical and a seperate number is randomly generated between 50-100 cold?

Conversion is applied on your character to your damage stats, which have minimum and maximum values. You can see that this happens because you can see that the min and max values of each type are already calculated on your skill, accounting for conversion.

Calculating a hit from that skill just does a roll for each damage type that has a nonzero maximum value.

Doing it your way would make combat orders of magnitude less efficient due to way more calcualtions needing to be done on-the-fly for every hit.

over 5 years ago - /u/Mark_GGG - Direct link

Originally posted by TheMipchunk

Am I correct that this means that there can never be a mechanic that grants conditional damage conversion? And what about other conditional damage modifiers? Don't those need to be calculated on-the-fly?

No, it just means that those mechanics force those stats to recalculate for each hit. Limiting it to only when such stats are in play limits the performance impact of those recalculations, because they only get done for the object with those conditional stats.