2013年4月15日星期一

Black weapons are better than the elemental damage

The first bug is that “+x% damage” was supposed to work for elemental damage only. So, for example, “+5% Fire damage” was supposed to take any fire damage that you did and add 5% more. If you dealt 100 Fire damage, you would get 5% more Fire damage and deal 105 Fire damage in total.

  However (and this is where the bug comes in), instead of looking at your elemental damage, the game would always look at d3 gold your physical damage, and add a percentage of that as elemental damage. So, to continue with my example, “+5% Fire damage” would take 100 physical damage and then produce 100 physical damage, plus 5 fire damage on top of that. As a result, rather than making you want items that matched the elemental damage types you had bonuses for, the bug simply made black weapons the best.

  Do you want to buy the black weapons? Buy diablo 3 gold to get some, otherwise, you can directly buy from the item page.

  The other bug is the way the Min/Max Damage affix works. As you mention, minimum damage is applied first and increases the maximum damage to be 1 more than the minimum value. This is correct behavior, since we don’t want maximums that are less than the minimum. The bug here is that the game always attempts to ensure that the maximum damage on a weapon is higher before maximum damage values are even applied, which results in inflated damage amounts. (We actually fixed this bug in the new version of the Ruby in 1.0.7.)

  In this specific case, we don’t want to change how existing items work, and fixing these bugs would absolutely do that. We know that acquiring and valuing items is an important part of the Diablo experience and do not want to change the mechanics of how an item property works when people have already invested in it.
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