On Doublestrike and Character stat sheet scaling (and the incorrectness thereof)

Lominal

Well-known member
Bug Report Number:
501138
I noticed that my character with a sheet that gives 100% doublestrike does not in fact always doublestrike. This led to further testing, after which I now feel like I have a grasp of whats going on.

Note that this issue may also apply to other stats (spell power, spell crit, etc), and it is likely worht further examination of how the engine/character sheet differ in the value they use/display
For the Developers:

The core issue is the game engine uses a differnt Doublestrike value than the character sheet. I' have a educate guess as to how this occurs, which is in the conclsuions.

Please, either make the game engine use the same value(s) as the characte sheet, or make the character sheet display the value the game engine uses.

Evidence/ facts:

-A few years ago, the developers standardized loot, both named, random and crafted to follow a standard item level (ilv) scaling. This enabled all items to have (in theory, random gen loots generates with +/- ilv to the quest) the same stats. In theory, most items should follow this progression (and do!)

-A character with 100% Doublestrike displayed on their character sheet can fail to doublestrike, which indicated the value on the character sheet is somehow not the exact value the game engine uses to check DS chance

- some items (Demogorgon's tail for example - though this is doubleshot the issue persist for melee as well) will give Higher values on the character sheet than the sum of the values on the item (Tail says 10/5 but gives 17 on the sheet).

-upon further teseting, the exact value for the character in question is definitely 99% DS (98.7+/-0.4 %, 99.7% Confidence interval), but displays as 100% on the sheet


Suspected conclusion as to whats going on:
Based on the above and some testing I think the following is how the stat is calculated, displayed, and used by the game (all are different):

1. Items get their stats from an internal function (I suspect this is linear), which calculates how much of that stat the item gets. This also factors in minor artefacts and raid items, which add effective ilevels (+3 and +1 is my guess). Most importantly, this value is a floating decimal and it tied to the item.

2. When the tooltip for an item goes to check the stats, its cuts off the decimal. Doesnt matter is its 17.1 or 17.9, noth values would display as 17% DS on the item tooltip. However, this is only tied to the tooltip.

3. Your doublestrike is calulated using the decimal values and from all soruces. This explains why some items (or combination thereof) give more stats than the tooltip states. This resulting value is still a decimal. With the character that encountered the bug this results in a value of say 99.8% DS.

4a. When the game goes to check if a hit does in fact doublestrike, it uses the floor of the decimal from 3.. This means a value of 99.8% is read by the game engine as 99%.

4b. When the game goes to display your doublestrike on the character sheet, it rounds the decimal from 3. according to the rounding rules (0.49->0, 0,50->1) most are familiar with. This means the value of 99.8% is listed on the character sheet as 100%. Which explains why a character with 100% DS might not actually always doublestrike.

This leads to a discrepancy in doublestrike in how the game uses a stat like doublestrike (4a) and how the players can check how much they actually have (4b)
 

mikarddo

Well-known member
Seems right but also seems mostly of academic interest as the difference remains tiny. And thus not of very high priority to fix
 

The Blonde

Catalogues Bugs
Seems right but also seems mostly of academic interest as the difference remains tiny. And thus not of very high priority to fix
Sure, but this thread answers every single question of "why am I missing 1 point of <stat> when my items etc add up to X"?
 
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