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Weapon damage, crit chance and attack speed of unique weapons

Hello Haaxxx. Nice to have a new helping hand keeping the wiki up to date. I just wanted to give you a little help on how to calculate the dmage, critical chance and attack speed of unique weapons in the wiki. To see the difference, just look at your and my version of Bloodplay.

First you need to know, that we make blue values, via the {{c|mod|<values>}} for 'Physical Damage', 'Critical Strike Chance' and 'Attacks per Second' only, if the values are affected by explicit modes on the unique weapon. That is the reason, why i removed the {{c|mod|<values>}} from the 6.3% (crit value), because BloodplayBloodplay
Stiletto
Dagger
Quality: +20%
Physical Damage: (14-20.8) to (50.4-64)
Critical Strike Chance: 6.10%
Attacks per Second: 1.65
Weapon Range: 10
Requires Level 15, 30 Dex, 30 Int30% increased Global Critical Strike Chance+20 to Dexterity
(20-40)% increased Physical Damage
Adds (3-6) to (9-13) Physical Damage
10% increased Attack Speed
30% chance to cause Bleeding on Hit
Extra gore
"I'm a painter, and crimson is my chosen hue."
- Coralito, Brotherhood of Silence
has no local crit chance modifier.

Next let's look at the 'Attacks per Second'. Bloodplay has the explicit mod 10% increased Attack Speed. This is a local modifier, therefore we make the attack speed blue. Now we have to calculate the value: 1.50 aps increased by 10% results in 1.55 aps, which we write as the implicit of the unique weapon. And it's easy to see for everyone, that it's not the same value that the base type StilettoStilettoDagger
Physical Damage: 7-27
Critical Strike Chance: 6.10%
Attacks per Second: 1.50
Weapon Range: 10
Requires Level 15, 30 Dex, 30 Int30% increased Global Critical Strike Chance
has, since it's blue.

Now to the 'Physical Damage'. We have 2 explicit local modifiers: Adds (3 to 6 - 9 to 13) Physical Damage and (20 to 40)% increased Physical Damage . Therefore we make the values blue again. Now, for the calculation of the values, we look at the worst case, the minimum roll the item can have, and the best case, the maximum roll:

  • Minimum Roll:
    • Minimum Damage = ( 6 from Stiletto + 3 from Adds (3 to 6 - 9 to 13) Physical Damage ) * 1.2 from (20 to 40)% increased Physical Damage .
      (6 + 3) * 1.2 = 10.8 ; We round that number so we get 11.
    • Maximum Damage = (23 + 6) * 1.2 = 34.8 --> 35

Same for maximum values but here we use the highest possible values:

  • Maximum Roll:
    • Minimum Damage: ( 6 from Stiletto + 9 from Adds (3 to 6 - 9 to 13) Physical Damage ) * 1.4 from (20 to 40)% increased Physical Damage .
      (6 + 9) * 1.4 = 21 ; No need to round.
    • Maximum Damage: (23 + 13) * 1.4 = 50.4 --> 50

This results in (11–35 to 21–50) as values for 'Physical Damage' which we write in the code as {{c|mod|(11–35 to 21–50)}} (note that the minus here is not an ordinary minus, but the Unicode 'en dash', that you can write using & ndash; or & #x2013; without the blank space).

And those rules can also be applied for calculating the implicit values of other unique items. Incandescent HeartIncandescent Heart
Saintly Chainmail
Quality: +20%
Armour: (1363-1443)
Energy Shield: (309-327)
Movement Speed: -5%
Requires Level 70, 99 Str, 115 Int(220-240)% increased Armour and Energy Shield
+(80-90) to maximum Life
(0.8-1)% of Attack Damage Leeched as Life
Gain (10-20)% of Elemental Damage as Extra Chaos Damage
25% of Elemental Damage from Hits taken as Chaos Damage
(20-30)% increased Light Radius
Light Radius is based on Energy Shield instead of Life
Only light may banish the shadows from this land
And the black lies wrapped around your heart
is a good example, if you want to have a look at it.

Feel free to ask me, if you have any problems or need help anywhere else at my talk. —Lord joshi (talk) 17:49, 13 July 2015 (UTC)