Damage quantization is an interesting concept and I'm finally getting around to applying it within my own spreadsheets. However, it is unclear to me when and where quantization applies, and when and where values are rounded.
Take an unmodded Hate for example. It deals 230 damage, so it has a damage quanta of 14.375. Its 34.5 Puncture damage is divided by the quanta to equal 2.4, rounded down to 2, and then multiplied back up to 28.75. So with how its base damage is spread out Hate actually deals 215.625 total damage. But what about damage from a Heavy Attack or a headshot? The wiki states that:
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Damage mods such as Hornet Strike, Faction mods such as Bane of Grineer, and any other multipliers only multiply final quantized values and do not affect the quanta or damage composition.
Does it not affect the damage composition because there is a specific order of operations, or does it not affect damage composition because the math doesn't care what the order of operations is? For example, a Heavy Attack deals 6x damage for Scythes, so Hate's damage quanta would now be 86.25. Dividing its 207 Puncture damage by that new quanta still gives 2.4 which is still rounded down to 2 and scaled back up to 172.5, which is the same as its quantized 28.75 damage being calculated first and then scaled up by 6x after. So I'm assuming it's the latter: the math just works out this way.
A unmodded Hate's Heavy Attack that crits would deal 15x the total quantized damage (6 from the heavy attack multiplier * 2.5 from the crit), or 3,234.375. And if you test ingame it shows up as 3,235 damage. But why does it round up to 3,235 and not down to 3,234 which is the closer integer?
Since Hate is a Scythe it forces a Slash proc on Heavy Attack. 35% of a critting 3,235-damage hit is 1132.25, but the proc actually ticks for 1,208. This lines up with the unquantized 230 base damage: 230 * 6 * 2.5 * 0.35 = 1,207.5 which rounds up to the 1,208 observed ingame. What other effects are not based on the quantized damage?
When else does rounding occur? Is it only at the very end when damage numbers are displayed, or are there steps where a rounded value should be considered? Is the rounded integer value shown onscreen used for other other calculations or is it purely cosmetic? I'm noticing when trying to calculate Harmony's damage numbers that my real attacks are dealing damage close to the on-paper value but still off by a very slight amount. When I take out the big obvious numbers I'm left with a number like 9.005, which is almost the 9x damage I'm expecting but there's that extra bit left over. I can provide more examples tomorrow if the answers to my other questions don't get me there.
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PublikDomain
Damage quantization is an interesting concept and I'm finally getting around to applying it within my own spreadsheets. However, it is unclear to me when and where quantization applies, and when and where values are rounded.
Take an unmodded Hate for example. It deals 230 damage, so it has a damage quanta of 14.375. Its 34.5 Puncture damage is divided by the quanta to equal 2.4, rounded down to 2, and then multiplied back up to 28.75. So with how its base damage is spread out Hate actually deals 215.625 total damage. But what about damage from a Heavy Attack or a headshot? The wiki states that:
Does it not affect the damage composition because there is a specific order of operations, or does it not affect damage composition because the math doesn't care what the order of operations is? For example, a Heavy Attack deals 6x damage for Scythes, so Hate's damage quanta would now be 86.25. Dividing its 207 Puncture damage by that new quanta still gives 2.4 which is still rounded down to 2 and scaled back up to 172.5, which is the same as its quantized 28.75 damage being calculated first and then scaled up by 6x after. So I'm assuming it's the latter: the math just works out this way.
A unmodded Hate's Heavy Attack that crits would deal 15x the total quantized damage (6 from the heavy attack multiplier * 2.5 from the crit), or 3,234.375. And if you test ingame it shows up as 3,235 damage. But why does it round up to 3,235 and not down to 3,234 which is the closer integer?
Since Hate is a Scythe it forces a Slash proc on Heavy Attack. 35% of a critting 3,235-damage hit is 1132.25, but the proc actually ticks for 1,208. This lines up with the unquantized 230 base damage: 230 * 6 * 2.5 * 0.35 = 1,207.5 which rounds up to the 1,208 observed ingame. What other effects are not based on the quantized damage?
When else does rounding occur? Is it only at the very end when damage numbers are displayed, or are there steps where a rounded value should be considered? Is the rounded integer value shown onscreen used for other other calculations or is it purely cosmetic? I'm noticing when trying to calculate Harmony's damage numbers that my real attacks are dealing damage close to the on-paper value but still off by a very slight amount. When I take out the big obvious numbers I'm left with a number like 9.005, which is almost the 9x damage I'm expecting but there's that extra bit left over. I can provide more examples tomorrow if the answers to my other questions don't get me there.
Thanks!
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