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 Post subject: Minimum damage
PostPosted: Mon Jan 07, 2013 11:36 am 

Joined: Thu Jan 03, 2013 1:36 pm
Posts: 6
Not so much a bug as a suggestion today.

The way the item modifier "+x minimum damage" is currently implemented, it risks being partly wasted. Some weapons have a very small damage spread, with min and max damage only a coupe of points apart.
It's particularly bad for monks though. Their weapons have have a spread of 0 or 1, so minimum damage is almost a complete waste, unless in the very unlikely event of also rolling +max damage on the same item. My monk for example shed a small tear when looting this item:
File comment: minimum damage wasted
mindam.jpg [ 32.44 KiB | Viewed 9045 times ]

If the item had rolled +7 max damage, or even +3-4 damage, all the same net benefit, it would have been a great upgrade. As such the item is useless.
The result is basically that monks have a lower chance than other classes at finding a good weapon.

My suggestions to fix this:
- Automatically convert a +min damage roll to +min-max damage (lower numbers, for the same net effect) if the damage spread on the weapon is too low to hold the rolled affix. The hand wraps in the screenshot would become a 4-4 weapon.
- If a +min damage affix is rolled on a weapon that can't use the entire bonus, toss the roll, and reroll for a different affix. The (unintended) result would be that weapons with a small spread would still have a lower chance at rolling +dam modifiers.
- The diablo II solution: if a weapon's min damage becomes higher than the max damage, adjust the max damage upward. Unintended result: small spread weapons would receive higher damage boosts than other weapons. The hand wraps from the screenshot would become a 7-7 damage weapon. This would invert the problem, and make monk weapons better than the rest.
- Just allow min damage to surpass max damage, so the item becomes a 7-1 damage weapon. It might look a bit odd, but if the code for rolls can handle it, this would work just the same as a 1-7 weapon.

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