Please explain.

F1R3STR1D3R

Diabloii.Net Member
Please explain.

Someone told me if my damage is 1 to 8999 the average damage isn't 4500. He said since the numbers are equally likely to be picked there is no average, is this false or correct? No matter how many times I cast this there is no constant number that will appear as an average?

How exactly does absorb by %, and absorb by # work? It seems like you will never heal by absorb by % only since it nullifies and heals based on the % of damage AFAIK. Ex: 10,000 Lightning damage * 1/6 PvP Penalty * (100-75)/100 Resists = (416 * (100-40)/100) - (416 * (40/100)) Absorb % = 84 Damage Taken. So is 75% Resists + 40% Absorb is basically saying 95% Resists?
 

Humphrey

Diabloii.Net Member
F1R3STR1D3R said:
Someone told me if my damage is 1 to 8999 the average damage isn't 4500. He said since the numbers are equally likely to be picked there is no average, is this false or correct? No matter how many times I cast this there is no constant number that will appear as an average?
Either you or he, or both, do not understand all adverages (as far as I can tell from your post). Here's how it works in this case:
Every number from 1 to 8999 is equally likely to be picked (unless there is something wrong with the way the game generates random numbers). By 'constant number that will appear as an average' do you mean a number that comes up most often (this adverage is called the mode)? There might be a number that comes up more than others, but that's just chance. You won't do 4500 damage most hits, if that's what you mean.
The mean of your damage is 4500. For example, if you do 100000 hits, add up all the damage, and divide it by 100000, you will get 4500 or close to it.
 

F1R3STR1D3R

Diabloii.Net Member
Yes I mean mean (x-bar), there is no systematic way that the computer uses to calculate "random" numbers all have the same chance of being picked at any point in time?
 

Humphrey

Diabloii.Net Member
F1R3STR1D3R said:
there is no systematic way that the computer uses to calculate "random" numbers all have the same chance of being picked at any point in time?
Unless there is something wrong with it, yes. It picks a random number. Which is like, random, hence the name. I have no idea if Diablo 2's ramdon number generator works properly or not though. I've not seen anyone ever say that it is wrong, so I assmume it works properly.
 

Feetstench

Diabloii.Net Member
Humphrey said:
Unless there is something wrong with it, yes. It picks a random number. Which is like, random, hence the name. I have no idea if Diablo 2's ramdon number generator works properly or not though. I've not seen anyone ever say that it is wrong, so I assmume it works properly.
Aaaaaah! this bring back the grand old days of the pentium bug.

Sniff, life was so much simpler then.
 

Jerkazoid

Diabloii.Net Member
F1R3STR1D3R said:
How exactly does absorb by %, and absorb by # work? It seems like you will never heal by absorb by % only since it nullifies and heals based on the % of damage AFAIK. Ex: 10,000 Lightning damage * 1/6 PvP Penalty * (100-75)/100 Resists = (416 * (100-40)/100) - (416 * (40/100)) Absorb % = 84 Damage Taken. So is 75% Resists + 40% Absorb is basically saying 95% Resists?
ignoreing cyclone armor and eshield.. the basic dmg order concerning elemental dmg goes

pvp penalty (17%)
magic dmg reduction x
resistance x% (caps at -100% and 75%, able to be as high as 95%)
absorb x% (heals first, then dmgs) capped at 40%
absorb x (heals first, then dmg)

u cannot heal with absrob x%. bc the cap is at 40%. it therefore can only function (at its best) to nullify 80% of the dmg.

provided u gained all the healing possible during the absorb, 75% resistance and 40% absorb is effectively 95% resistance, provided u didnt die
 

F1R3STR1D3R

Diabloii.Net Member
You can die before the "absorb heal" if the damage after resists and "absorb nullify" is > than your current health correct?
e.g. 10,000 * .16 * .25 * .6 = 240 damage before "absorb heal"
If your life is <= 240 you die even if 80 damage is the final damage after "absorb heal"? So does that mean there is a break between "absorb nullify" and "absorb heal" if so how long?
 

Jerkazoid

Diabloii.Net Member
there might be a part that checks if the post absorb nullified amount is > current life; then cause death.. but i cant 100% recall (nor can i find the exact info anymore).... such a step would have to exist at both types of absorb?

but there shouldnbt be any break or pause in the calculations afaik. its all done in a single frame or tick, im very sure;

the dmg is lowered by the absorb
the absorb of the dmg is added to life
the dmg is applied.
 

RTB

Diabloii.Net Member
If your life total reaches 0 before absorb kicks in, you die.

The healing part of absorb is done first, then absorb reduces the dmg directly.

D2 RNG works fine, that's why there are oddities such as two of the same sets/uniques in back-to-back runs.
 
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