i searched for damage mechanics and found this as the closest-to-perfect formula-> viewtopic.php?f=5&t=3496&start=20#p48029
i want to give a general formula and also explain dps related skills
final damage(of any type) taken by target = a * [b * c * d * weapon damage of that type - e * f * target resistance to that type]
total final damage = sum of final physical,fire,ice,electric,poison damages
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b is the WEAPON DAMAGE PERCENT = 1 for left click attack, 0.2 for alchemist skills with 20% wpn dmg and depends on DPS for most of the vanq and dest skills
when any skill says "inflicts p% of weapon DPS", b = m * p/100. here m is the "speed multiplier" of the weapon which is not visible anywhere and has to be calculated from dps and wpn dmg. m = dps/total damage on the weapon
eg->ricochet 10-inflicts 198% of weapon dps
weapon-epic tuskgun(physical->101-201,poison->67-134) with 3 enchants(+23 phy,+51 f,26 armor degraded per hit),dps=620
so m = 620/[201+134+23+51]=1.516, p/100=1.98
and b = 1.98 * 1.52 = 3 approx
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c is % BONUS. it depends on the classificaion of the damage. damage can be classified like this->
1.physical,f,i,e,p(magic affects only elemental components of any weapon)
2.melee(strength affects all components of any melee wpn,staffs too),ranged(dexterity affects all components of any ranged wpn,wands too)
c = 1+all percenatges related to that type(stats also are taken as percentage)/100
eg1->epic tuskgun(physical->101-201,poison->67-134) with 3 enchants(+23 phy,+51 f,26 armor degraded per hit),dps=620
other gear->increases all poison damage by 35%,increases all fire damage by 15%
ranged weapons expertise 10(40%)[affects all ranged except wands]
dexterity 243
magic 115
c for phy = 1+2.43+0.4=3.83,max dmg(if b=1)=c*(201+23), min dmg=max/2
c for poison = 1+2.43+1.15+0.4+0.35=5.33,max dmg(if b=1)=c*134, min dmg=max/2
c for fire = 1+2.43+1.15+0.4+0.15=5.13,max dmg(if b=1)=c*51, min dmg=max/2
eg2->alchemist's hex imp 10-phy->912-1823, +20%damage, +80% health
burning bind 10->+140%
pet mastery 10->+40%
gear->+100%
c = 1+0.2+1.4+0.4+1=4
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d is % CRITICAL DAMAGE BONUS. it is similar to c.
d = 1+[all percents/100]/2 = 1+all percents/200
initially(without critical strikes and gear) it is 100%(1+100/200=1.5)
when a hit is critical, only the max weapon dmg is taken, not random
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e = 1-all percent reductions/100
frailty 10->-65% to all phy & elemental armor, e=1-0.65=0.35
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f is something called SOAKSCALEPCT. it can be seen only in the dat files. its pretty much similar to b(WPNDMGPCT) but is always less than 1
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a is %INCREASE IN DAMAGE TAKEN BY TARGET. i know only spectral decay which does this.
spectral decay 10->100%,a = 1+1=2
CONCLUSIONS
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1. to check the above formulas open the console and look at the combatlog.it shows the exact damage-range.
2. im surprised that people didnt wonder how alchemist skills did observable damage when b=0.2. it should be completely negated by armor(in very hard). the reason that its not negated is that there is f=0.2 along with it.
3. suppose youre a destroyer, u have the choice to assign martial 10 or spectral decay 10(but 40% instead of 100%),
mwe 10-> c=1.4, a=1, a*c=1.4
sd 10-> c=1, a=1.4, a*c=1.4 but enemy armor is also multiplied by 1.4, so mwe is the obvious choice
4. suppose a destroyer has c=1+3.6(strength)=4.6 for phy dmg, u have the choice to assign martial 10 or spectral decay 10(but 40% instead of 100%),
mwe 10-> c=1+3.6+0.4=5, a=1, a*c=5
sd 10-> c=4.6, a=1.4, a*c=6.44(HUGE)(as the dmg is greater than armor, larger multiplier for dmg is preferable even if it "a" multiplies enemy armor)
point 4 is the more practical case. and this shows that MULTIPLICATION OF MULTIPLIERS is better than adding a lot of percents in 1 multiplier.
5. in points 3&4, both skills can be chosen obviously. but there are some cases when spectral decay really shines.
alchemist's summoned skeleton->c=1+0.4(pet mastery)+1(summon skeleton VI rank 11 +100%)+1(+100% gear)+1.4(bind)=4.8
destroyer's summoned skeleton->c=1+0.4(pet mastery)+1(summon skeleton VI rank 11 +100%)+1(+100% gear)=3.4, a=1+1(sd 10), a*c=6.8(much larger)
and there can be 5 or 10 skeletons at a time!!!
***ill edit conclusions if i think of more or if anyone else does tell me***