I did a little research regarding player damage reduction (DR). What I found is that:
- DR from multiple sources stacks additively, including Justicar's Biotic Sphere
- 133% DR is needed for full damage immunity - see the formula
- Cover provides an additional 40% DR only if facing the cover - see my post on page 2
- There is no cap on DR
- Other variables, like total shield points, and shield bar standing effect the damage a little (+/-5%). Still exploring.
The DR formula I found is:
[Damage Suffered] = [BD] * 0.75 * (1 - [Total DR] / 100) + [BD] * 0.25
Where BD is base damage in points, Total DR is the sum of all DR effects in percentage. A Krogan Sentinel with 40% Tech Armor DR, 20% Rage DR standing in Biotic Sphere with 20% DR would have 80% Total DR. A Batarian with maxed out Blade Armor doing heavy melee while standing in maxed out Biotic Sphere has around 140% DR and is immune (tested, see social.bioware.com/forum/1/topic/343/index/11485213).
For reasoning and proof see my posts below.
Original post:
Initially, I wanted to test wether Krogan Vanguard Rage DR is bugged (it is, along with the melee bonus, see the appropriate threads), but in the end, I did a little more than that. I tested Krogan Vanguard's DR against my Krogan Sentinel's DR which happens to be specced for 40% DR from Tech Armor and 20% DR from Rage, resulting a nice, linear rise in additive DR: 0%, 20%, 40%, 60%. Multiplicative, Rage DR * Tech Armor DR would be 52%, but that's not the case, as it can be seen below. Damage source was a single Geth Rocket Trooper rocket on Bronze. I collected 3+ screenshots for every DR combination with Krogan Sentinel, and concluded that the damage source is appropriate, as it's a constant damage depending on DR, there's no randomness in shields lost (damage from rockets is reduced if the player is partially covered, but that's easy to avoid). Shield standings after a rocket hit:

Damage received scales linearly with additive DR:

My Sentienel's shield strength is 1200, so we can estimate the damage received from the fill percentage of the shield bar. Due to fraps downscale and the fancy shinyness there can be errors measuring the pixels. Shine is two pixels wide, fraps downscale is 2x, so I determined a four pixel error margin, which translates to approximately +/- 4% error in the following numbers:
0% DR: 763.63
20% DR: 647.27
40% DR: 538.18
60% DR: 421.81
The linear function f(x)=k*x+n in our case would be [Damage Received] = [Mitigable Damage]*[DR] + [Unmitigable Damage]. There is no pair of Mitigable Damage (MD) and Unmitigable Damage (UD) which solves all four equations, but there are a range of solutions wich are well in the error margin, like 570 for MD and 193 for UD.
This doesn't prove anything yet, and I don't think the formula is this simple, but it's something to start with. It's more like that MD and UD are a percentage of a Base Damage (BD) value. For the sake of nice round numbers, in our case BD could be 800, then MD would be 75% of BD (600) and UD would be 25% of BD (200). Also, there might be a small, constant DR, depending on race/class - an armor value, just like armored mobs have. More precise data is required to determine these details.
It would be interesting to see how current system works for DR values over 100%. Stability and accuracy can overflow resulting a decrease in accuracy or negative (downwards) recoil. If DR overflows (and there is no check), MD*DR will be negative, and if that's larger than UD then total damage will be negative too, possibly healing the player. If there is a check for DR overflow, damage will be constant for increasing DR over 100%, and equal UD. If there is no check for DR overflow, but there is a check for negative damage, then damage will be 0. Currently 110% DR is possible with Krogan Sentinel and Biotic Sphere (if Biotic Sphere is additive).
Feel free to add your thoughts, or prove me wrong. Bioware staff is welcome to share the facts too
Modifié par Egermano, 29 avril 2012 - 10:10 .





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