Math disabled person needs help

I'm genetically bad at math, so forgive me if I'm wrong.

I understand it like this:
If I have 15% less cooldown = I can attack 15% faster/more often, so I have 15% more DPS.

Why does PoB say 3.4%?

Im bad at math.
Last edited by LoTharios#3338 on Oct 9, 2024, 4:34:18 AM
Last bumped on Oct 12, 2024, 5:26:59 AM
Thats not how the skill nor your setup works.

Your assumption is based on the premise that the skill had a 1sec cooldown, which is incorrect. Its 2 sec.
So if you wanted to calculate the effect per second, you have to cut the CDR in half, which would 7.5% instead of 15%.


However, thats irrelevant because 99% of your dmg is DoT based and said DoT does last 3.46s which isnt going to be affected by CDR in any way, shape or form because you cant stack bleeds.
Which means the best possible outcome you can hope for would be a reroll of the bleed dmg and if you do hit harder then the stronger bleed will apply. If you dont hit harder, nothing changes in terms of dmg dealt.


This means in conclusion that CDR for a non-stacking bleed build is borderline useless as far as single target encounters are concerned and thats what you are looking at.
But it should still result in 7.5% more generic clearspeed because you get to use that skill more often - which is obviously only true if you do actually use that skill for clear purposes.
Last edited by Orbaal#0435 on Oct 9, 2024, 5:40:38 AM
Does that mean the No forgiveness Anointment (20% chance for used Retaliation Skills to remain Usable and not consume a Cooldown Use) also doesnt do anything huge for me?

Should have the the same effect, just 20 instead of 15%, right?
Im bad at math.
Last edited by LoTharios#3338 on Oct 9, 2024, 5:50:42 AM
Because you are trying to understand it intuitively. In mathematics and all other concepts, there are such concepts as intuitive understanding and understanding based on rules. Intuitive understanding is often misleading and misleading, which is why teachers often warn against hasty intuitive understanding, in which we ignore the rules.

But to the point. I don't know if I will explain it well, but in such cases extreme examples are good.

15 % Increased Cooldown Recovery Rate - is an acceleration of the Cooldown recovery. if the Cooldown was 100 seconds, it will be shortened by 15%, equals to 15 seconds and will now be 85 seconds. In intuitive understanding, it may seem that this will increase the effectiveness of the entire attack by 15%, and shorten everything.

Let's imagine that the attack lasts a whole year and deals 100 damage from chaos during this time. Rest, break, i.e. cooldown lasts 100 seconds. And now, for logic and intuition, if you shorten the rest time to 85 seconds, will the entire period of this attack also be shortened by 15% ? So the time of attack will not a year ? Does shortening the rest/break, cooldown, affect the time of the whole attack ?

(...I have something mismatch here and deleted this, later I will improve this... )

In reality, DPS is based mainly on the sum of many actions:

Attack speed + Rest/Cooldown time + other factors such as calculation of randomness as hit chance, recovery from Stun - Stunning Recovery/Hindering etc - local changes of time acction such as Curses like Temporal Chains or monster time auras like Temporal Proximity Shield, ground effect as Tarred ground(movement speed passively affecting holding your distance )etc, all of this must be taken into account, heh PoE is not an easy game :)

🌞 Designer of SimpleFilter see My Item Filters 🌞
🌞 I treat PoE as an art 🌞
Last edited by koszmarnica#7777 on Oct 12, 2024, 10:32:51 AM
"
LoTharios wrote:
Does that mean the No forgiveness Anointment (20% chance for used Retaliation Skills to remain Usable and not consume a Cooldown Use) also doesnt do anything huge for me?

Should have the the same effect, just 20 instead of 15%, right?


Should be good for clearspeed but not for singletarget given your setup.

As long as you can get hits in every 3.46s you will have a 100% dmg uptime.
If you can hit faster you simply achieve a dmg reroll, which CAN be huge given the fact that you are using Volatity and Rhyslathas, which results in a massive dmg range. But thats RNG territory and cant really be calculated.

However, since only the strongest bleed applies its generally not a bad thing trying to reroll the dmg. You just cant put a number on it.
Thats something you´ll have to test and if it feels better, stick to it.
I think i understand.

More attacks means more chances of potencially higher rolls = DPS increase depending on roll.
But faster attacks also will interrupt the ailment duration on enemies by simply restarting the bleed = doesnt do anything if i already can attack fast enough.

To calculate the effect lower Cooldowns gives me i would need to time the new attacks depending on the bleed duration which i already do by just spamming attacks.

But the 10% chance to Aggravate bleeding on Targets with Attacks due to the Bloodletting Anointment gives me 20% more damage on standing enemies and 30% on moving enemies.
So i probably have the best Annointment right?


Thank you both!

Im bad at math.
Last edited by LoTharios#3338 on Oct 9, 2024, 6:32:06 AM
Not important for the op, anymore, I guess, and if it's a bleed build the latter part of your post is the important part, but:

"
Orbaal wrote:
Your assumption is based on the premise that the skill had a 1sec cooldown, which is incorrect. Its 2 sec.
So if you wanted to calculate the effect per second, you have to cut the CDR in half, which would 7.5% instead of 15%.

This part is untrue if I didn't misunderstand. Assuming no dot, no extra attack time needed, no other cdr in the build - i.e., this 15% cdr being the only stat relevant for the attack speed, increasing this by 15% would increase the dps by 15%, regardless of the base cooldown time, not by 7.5%.

Example: A base damage of 1000 and an attack every 2s would result in a dps of 1000*(1/2) = 500. Factoring in the 15% in this simplified picture: 1000*(1/(2/1.15)) = 575 where 75 are exactly 15% of 500 (and we can also restructure the equation to 1000*1.15*(1/2), which shows even better that this is independent of the base cooldown).
Last edited by artjvaer#3676 on Oct 10, 2024, 10:44:34 AM
I don't know why, but no1 mentioned that "cooldown recovery rate" doesn't mean cooldown reduction as in other games.

Here's what the wiki says:

"
Cooldown recovery:

Cooldowns typically begin to recover as soon as they are spent, though some skills cannot recover cooldowns during their effect, such as Guard skills, Withering Step or Focus.

Cooldown recovery time can be changed with modifiers to Cooldown Recovery Rate. Increases to this stat do not reduce cooldown time directly, but rather the effective time that elapses. This can be calculated with the following formula:

SkillFinalCooldown = SkillBaseCooldown / (1+(#% increased Cooldown Recovery Rate/100))

For example, 100% increased Cooldown Recovery Rate will cause a 6-second cooldown to be recovered in 3 seconds, not instantly.


So ur 15% cooldown recovery rate on a 100second cooldown leads to an 87 seconds cooldown. That stat has high diminishing returns as seen in the example, 100% cooldown recovery rate leads to a 50% reduced cooldown.
gonna hop on on this again...
Whats stack potential?

As i see it, im attacking "too fast"?
So that where the CDR would/could come handy?
Its 3.21 with 15% CDR.




And how can i increase my average Bleed roll?

Im bad at math.
Last edited by LoTharios#3338 on Oct 11, 2024, 2:58:19 PM
The stack potential (directly) is relevant if you spec into crimson dance. If you attack 2 times per second, your hit chance and chance to cause bleeding are 100% and the bleeding duration is 5 seconds, if you constantly attack the enemy you could stack up to 10 bleeds (your eleventh attack would hit exactly when the bleed duration of the first attack ends) - your stack "potential" would be 10 (although I don't know of anything which would allow for more then 8 stacks).

Lets go back to non crimson dance, i.e. a situation where you cannot stack bleeds (it would work similar then, but still): Here only your most damaging bleed actually deals damage.

If you would hit once every 5 seconds (i.e. your stack potential would be 1), your average bleed roll would be exactly 50%, equal to your average hit damage roll, just in the middle of your minimum and maximum damage. (You are basically rolling a dice and taking the average, which is also 3.5 for a six sided one, 50% of (1+6).)

If you start to attack faster now, however, and you hit a second time, before the bleed of the first hit runs out, the damage of the "higher dice roll" will be applied. Thus also the average damage of your bleeds, if you attack for a long time, will be higher than the mean of your min and max bleeding damage - the average bleed roll will increase. This can be done either by attacking faster, or by increasing the bleed duration (which will also give you more tries to score a high roll in the duration - for burning there would also be a mastery which resets the burning duration on crit, but I don't know if something like that exists for bleed).

TLDR: The more often you can attack during the duration of one bleed, the higher your average bleed roll (the highest roll of those attacks) will be. And yes, this is where the cdr would help (for one enemy - for killing many mobs attacking faster is a benefit regardless).

(A consequence of this, btw. is, that the faster you attack compared to your bleed duration, that is, the higher your average bleed roll is, the more you benefit from stuff like Volatility or Ryslathas, etc.. Or the other way around - if your min and max hit were exactly the same, this stat would not matter at all.)
Last edited by artjvaer#3676 on Oct 11, 2024, 3:42:26 PM

Report Forum Post

Report Account:

Report Type

Additional Info