Am I calculating my lifeleech correctly?

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tr1gg3r3d a écrit :
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GGprime a écrit :
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tr1gg3r3d a écrit :

taking a 3% max rate node -> 20*1.03= 20.6% then on the same example you leech ->1000*0.26= 260 life leeched per second.

It would be 1000*0.206 :-/ so 206 life >.<.

yeah that's correct. dunno why i multiplied with 0.26 when i calculated 20.6 just before whch is definitely 0.206 :D

Anyway since the effects stack like that you can directly calculate it from your DPS, I guess you only need to worry about the " increase % leech per second " nodes if your DPS is low and you are not reaching the 20% cap.
The same example:
1000 life
5000 DPS
2% leech
then you only leech 5000*0.02= 100 life per second, but there is a 200 life leech cap, so you have 100 to go.
If you can't further increase your DPS, but you want more leech, you can take those " increase % leech per second" like " hematoghapy" which grants 20% so after you have the nod, but i'm not sure how that works. Logical would be to multiplie the leeched life ( 100life in this case) with 1.2 so you would leech 120 life after taking the nod, but i'm unsure about that. is it like that?


@Kahzin Nope i don't think you are right. that would be ridicolously low. close to worthless.

Also they clearly stated the leech effects stack, so it should be correct to use the DPS value for calculating, since the DPS value allready contains the number of hits you deal within 1 second.

Also note that most of melee builds hit at least 7 times a sec, but usually closer to 9. maybe this is not correct for 2 handers but whatever. So for me calculating it from your DPS seems to be the most logical reason mainly because you can not calculate it from the single hits, because it is based on random mechanics like crit chance, and the variable of the base damage on weapons( from 200-300 dmg weap example)
Now to calculate the leech per second 100%correctly like that you would need a decent algorythm or a mathematician. My example wanted to be a close approximation.
Dernière édition par tr1gg3r3d#7270, le 10 juil. 2015 à 04:56:35
You seem to completely disregard the 2% base life leech rate. Maybe you should read through the topic again.
Forr the sake of clarification I will try to sum it up again.

You cannot Leech more then 2% if your maximum Life per second from a single Leech instance.
In your latest example (1000 Life, 5000 Damage, 2% Life Leech) you would leech 20 Life per second for 5 seconds. Hitting the enemy again will add the new Leech instance on top. Each and every Leech instance that runs simultanously is stacked.

That way you'll slowly build up to your max Leech cap for 20% of your maximum life per second (by default). This cap can be increased by the stat 'x% of maximum Life per second to maximum Life Leech rate'.
Dernière édition par kahzin#4293, le 10 juil. 2015 à 05:34:26
Life leech is still easier to build around than life regeneration. Just that right now life regeneration does not suffer some kind of cap as leech do.
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kahzin a écrit :
You seem to completely disregard the 2% base life leech rate. Maybe you should read through the topic again.
Forr the sake of clarification I will try to sum it up again.

You cannot Leech more then 2% if your maximum Life per second from a single Leech instance.
In your latest example (1000 Life, 5000 Damage, 2% Life Leech) you would leech 20 Life per second for 5 seconds. Hitting the enemy again will add the new Leech instance on top. Each and every Leech instance that runs simultanously is stacked.

That way you'll slowly build up to your max Leech cap for 20% of your maximum life per second (by default). This cap can be increased by the stat 'x% of maximum Life per second to maximum Life Leech rate'.


You should definitely learn to read. But i'll help.

In my example the calculation is based on 5000 DPS which is not the same as 5000 damage. DPS- > damage per second
So 5000DPS is an already calculated damage per second value, calculated from the number of hits by the used attack, the critical strike chance, the damage scaling probability from the weapon and the critical strike multipliers.
it is definitely not a single hit.

I'll also explain why i use DPS rather than damage for calculating: it's because to calculate your lifeleech based on single hits it's impossible or really hard without beeing a mathematician, or using an algorythm for it. simply because critical strike chance and damage scaling from weapons are based on random generators.


The easiest way to get an approximately usable leech calculation is to use the DPS value which already contains those probability values calculated by the games algorythms.

So again:
1000 life
5000 DPS ( DAMAGE PER SECOND NOT A SINGLE DAMAGE!)
2% life leech
number of hits per second approximately varies between 5 - 10 ( already calculated in the 5000DPS) will not matter in the meaning of leech cap if the 5000 dps contains 5 or 10 hits until you hit 5 times a second at least!!!!

i'll try to prove it with math for you:

worst case: you hit 5 times -> 5000/5 = 1000 ( you hit 5 times 1000damage in a second) -> 1000*0.02 -> 20 which is the 2% leech cap for each hit and not reaching the 20% leech capfor each second 5*20= 100 life/sec while cap is 1000*.02=200life/s

any other case: you hit more than 5 times___

lets do an example with 7: you hit 7 times-> 5000/7=714.28 ( you hit 7 times 714.28 damagE in a second) -> 714.28*0.02=14.2856life leech for each hit( leech cap is 20life each hit) and 7*14.2856= 99.9992( 100) life leeched per second.

let's do second example with 10: you hit 10 times -> 5000/10=500( you hit 10 times 500 damage in a s) -> 500*0.02= 10life leech for each hit( leech cap is still 20 each hit) and 10*10= 100 life leeched per second.

There you go i think i proved it properly: as long as you hit at least 5 times a second you will not suffer from the 2% penalty in this example.


Dernière édition par tr1gg3r3d#7270, le 10 juil. 2015 à 08:46:27
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tr1gg3r3d a écrit :

So again:
1000 life
5000 DPS ( DAMAGE PER SECOND NOT A SINGLE DAMAGE!)
2% life leech
number of hits per second approximately varies between 5 - 10 ( already calculated in the 5000DPS) will not matter in the meaning of leech cap if the 5000 dps contains 5 or 10 hits until you hit 5 times a second at least!!!!

i'll try to prove it with math for you:

worst case: you hit 5 times -> 5000/5 = 1000 ( you hit 5 times 1000damage in a second) -> 1000*0.02 -> 20 which is the 2% leech cap for each hit and not reaching the 20% leech capfor each second 5*20= 100 life/sec while cap is 1000*.02=200life/s

any other case: you hit more than 5 times___

lets do an example with 7: you hit 7 times-> 5000/7=714.28 ( you hit 7 times 714.28 damagE in a second) -> 714.28*0.02=14.2856life leech for each hit( leech cap is 20life each hit) and 7*14.2856= 99.9992( 100) life leeched per second.

let's do second example with 10: you hit 10 times -> 5000/10=500( you hit 10 times 500 damage in a s) -> 500*0.02= 10life leech for each hit( leech cap is still 20 each hit) and 10*10= 100 life leeched per second.



By your calculations the amount you regn would overall be completley independent from your attackspeed? That's quite the opposite what people told me, not saying that you're wrong - it's just hard to filter out the truth.
Crazy Miners Fire Nova Mines:
https://www.pathofexile.com/forum/view-thread/1595627
The Savage, Endgame cleaner:
https://www.pathofexile.com/forum/view-thread/1613272
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GGprime a écrit :
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tr1gg3r3d a écrit :

So again:
1000 life
5000 DPS ( DAMAGE PER SECOND NOT A SINGLE DAMAGE!)
2% life leech
number of hits per second approximately varies between 5 - 10 ( already calculated in the 5000DPS) will not matter in the meaning of leech cap if the 5000 dps contains 5 or 10 hits until you hit 5 times a second at least!!!!

i'll try to prove it with math for you:

worst case: you hit 5 times -> 5000/5 = 1000 ( you hit 5 times 1000damage in a second) -> 1000*0.02 -> 20 which is the 2% leech cap for each hit and not reaching the 20% leech capfor each second 5*20= 100 life/sec while cap is 1000*.02=200life/s

any other case: you hit more than 5 times___

lets do an example with 7: you hit 7 times-> 5000/7=714.28 ( you hit 7 times 714.28 damagE in a second) -> 714.28*0.02=14.2856life leech for each hit( leech cap is 20life each hit) and 7*14.2856= 99.9992( 100) life leeched per second.

let's do second example with 10: you hit 10 times -> 5000/10=500( you hit 10 times 500 damage in a s) -> 500*0.02= 10life leech for each hit( leech cap is still 20 each hit) and 10*10= 100 life leeched per second.



By your calculations the amount you regn would overall be completley independent from your attackspeed? That's quite the opposite what people told me, not saying that you're wrong - it's just hard to filter out the truth.


The "truth" can only be achieved with algorythms or hard mathematical formulas which i can not calculate or could only calculate in time of days. probability calculation is a hard part of math.
So we can't get a 100% accurate answer, however my theory and calculations are based on the patch notes what i've read and i feel it is a good approximation for build theorycrafting .

I'd highlight one part of patch notes:

"Multiple leech effects now stack. A single hit against multiple targets grants multiple effects, as do multiple hits against a single target. "

Based on this to your question the answer is Yes it is independent if you reach a MINIMUM number of hits, in the example the number is 5. It is based on the number of hits, and it doesnt matter if it comes from multiplie targets or the same target if i's within the same time period, the leeched amount will be equal.
As proved by math it also doesn't matter over a number of hits(5 in the example), you will not suffer penalties from the 2% base rate, only from the 20% leechcap which is not hit in the example, since it would be 200, but we only leech 100 no matter if 5-7 -10 or even 200 hits. You may only suffer penalties from the 2% base value if your hits per second( if we talk single target) does not exceed a minimum value.

How can this be? Multiplication has mathematical properties: associative property, distributive property,commutative property.

i'll do the last with 200 hits fastly so you can see it:
5000/200=25 damage per hit -> 25*0.02=0.5 life leeched per hit( cap is 20) 0.5*200= 100 life leeched per second. cap is 200 so we still didn't hit the 20% cap.
Dernière édition par tr1gg3r3d#7270, le 10 juil. 2015 à 09:18:57
I tried to follow your calculations - looks like my 3.4% combined leech will always hit my cap.
http://imgur.com/zR0fbka I hope one cyclone spin also counts as a double hit for these calculations, if not I'm fucked :-/.
thx for your help.
Crazy Miners Fire Nova Mines:
https://www.pathofexile.com/forum/view-thread/1595627
The Savage, Endgame cleaner:
https://www.pathofexile.com/forum/view-thread/1613272
Dernière édition par GGprime#5060, le 10 juil. 2015 à 09:48:06
Yes it should count as hitting twice per attack cycle. Do you really have 96000 physical dps with 8900 life? that's impressive.

I'm fairly certain you won't have to worry about the 2% cap, only about the 20% cap if using cyclone.
Which is a bit insufficient, especially against single target bosses like atziri.
that's why my build will have less life( around 7k) and a fairly high 8% regen as well as around 3% leech from tree using all the leech nodes available near the duelist area.

Btw i think i'm going with dualwield swords, vaal rapiers to be certain for the huge range as well as fast base attack speed. for example jewelled foil has 1.7 base attack speed :)
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tr1gg3r3d a écrit :
Btw i think i'm going with dualwield swords, vaal rapiers to be certain for the huge range as well as fast base attack speed. for example jewelled foil has 1.7 base attack speed :)


Not anymore. Weapon attack speeds have been condensed a bit.

Dernière édition par Zed_#4491, le 10 juil. 2015 à 10:34:37

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