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The simple method introduce about the Diablo III weapon DPS calculate

 

Diablo 3 value in the internal floating-point, often display an integer or retain two significant figures, in fact, only rounded display. In the calculation, the program will be retained within the effective number of bits. For all the range of values, random values ​​are not limited to an integer in the range but any fractional likely. Injury such as 5 to 8, the random number can take the 5.31 or 6.77, is displayed as 5 or 7, but the internal floating-point values ​​is retained.

 

The non-weapons can affect the properties of the DPS have the following items:

 

* Direct plus a few to tens of damage or + min + max (currently only found in his deputy, rings and necklaces)

 

* Add attributes (strength, sensitivity, wisdom)

 

* Crit%

 

* Plus crit damage%

 

Increase attack speed% (hereinafter referred to as "on the IAS%")

 

Weapons, valid data are:

 

* Weapon damage range, displayed directly on weapons, the value already contains the elements and physical damage in the arms blue word

 

* Weapon speed directly rounded to two weapons, and already contains the weapons on the blue word IAS%

 

Here are some basic calculations:

 

0) weapon speed: single display weapons attack speed

 

Weapon speed = weapons basis Gongsu × (1 + weapons blue word bonus attack speed%)

 

1) weapons of the DPS: take the average of weapon damage range, and then multiplied by the weapon speed

 

Weapon DPS = weapons average damage x weapon speed

 

2) the DPH: is the average of the total damage of weapons and Off-Hand, rings, necklaces, etc.

 

DPH = weapon damage average average + deputy + mean + two rings necklace average

 

3) dual wield attack speed: dual wield swing mechanism for the left and right rotation, alternating attack, attack speed increased by 15%

 

Hand attack speed = weapon speed x (1 + dual wield 15% + body IAS% + passive attack speed correction%)

 

4) One to hold the panel the DPS: DPS is an average value obtained by multiplying by the DPH, attack speed and crit, and other factors.

 

Holding a single panel, the DPS = weapon speed x, the DPH × (1 + body IAS% + passive attack speed correction) × (1 + main attributes / 100) × (1 + crit rate% × crit hurt%) × ( + passive damage correction%)

 

5) dual wielding panel DPS: the panel DPS dual wielding calculation method no problem.

 

When dual wielding skills in the swing, left and right, respectively, of each wave, this means a cycle.

 

Time-consuming to look left plus right, But faster than a single holding, because the dual holds a 15% speed.

 

As a result, the weighted synthesis dual wield DPS should be equal to (main hand DPH + deputy DPH) / (time interval of main hand + deputy time interval), multiplied by a variety of corrections.

 

The above equation = (main DPH + sub-DPH) / (1 / Speed ​​+1 / Vice-speed) = (DPH + sub-DPH) × main speed × Vice-speed / (main speed + vice speed)

 

Short, is:

 

Hold the DPS = [(the main the DPH + sub-DPH) × primary weapon speed x secondary weapon attack speed / (main weapon speed + vice weapon speed)] × (1 + pairs hold 15% + body IAS% + passive attack speed correction) × (1 + main attributes / 100) × (1 + crit% * crit hurt%) × (1 + passive damage correction%)

 

6) Skills: Skills injury and DPH is proportional to the skills, the release speed and attack speed is proportional to

 

Skills of the average damage (non crit) = xyz,% x skill power of the DPH × (1 + main attributes / 100) × (1 + passive damage correction%)

 

For example:

 

 

15.3 is how? And below 34% Enhanced Damage so what relationship?

 

First of all, 34% Enhanced Damage addition to the 15 ~ 17:00 hurt inside.

 

Weapon DPS is the simple average damage multiplied by the IAS (15 +17) / 2 * 0.95 = 15.2 because of rounding problem mentioned above, the results will have a little error, which is normal.

 

 

Another example, DPS is probably (10 +21) / 2 * 1.4 = 21.7.



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