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?
Solution 1:
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.