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80% Cap in Resistance: Does Fire Dmg Resistance Upgrade Still Apply?


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#1
hellbiter88

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So my willpower is ungodly high, and I believe that at 80% the magic resistance is capped.

 

Unfortunately, I have fire dmg resistance and spirit resistance in all of my mages' armor upgrades--so I can't test this myself.

 

 

Does anyone know that after the 80% cap, if fire dmg resistance upgrades are applied to further reduce damage from that element? I don't want to sacrifice one of my 32% upgrades just to confirm this.

 

 

Edit: I should point out that I notice slightly lower dmg values for fire than with other elements. So I suspect that it does... just looking to confirm.



#2
yarpenthemad21

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Resistance and magic defense (and in general defense) are two separate values.
Both got 80% cap, so yes you can have 80% magic defense and 80% fire resistance and both would work.

So 100 damage of fire type should deal 100 * 0.2 * 0.2 = 4 damage
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#3
hellbiter88

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Resistance and magic defense (and in general defense) are two separate values.
Both got 80% cap, so yes you can have 80% magic defense and 80% fire resistance and both would work.

So 100 damage of fire type should deal 100 * 0.2 * 0.2 = 4 damage

 

Thanks, thats what I figured but I appreciate the answer. And the math. :D



#4
Angelus_de_Mortiel

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Resistance and magic defense (and in general defense) are two separate values.
Both got 80% cap, so yes you can have 80% magic defense and 80% fire resistance and both would work.

So 100 damage of fire type should deal 100 * 0.2 * 0.2 = 4 damage

 

Question nearly on this topic: Is Front Defense is different from Melee/Ranged/Magic Defense with regards to the damage reduction cap?

 

From the damage formula, Front Defense is additive with Melee/Ranged/Magic Defense (for non-flanking attacks) as a separate stat, but what I have not been able to tell is whether Front Defense and Melee/Ranged/Magic Defense are counted cumulatively toward a general 80% Defense cap or are considered separate. I'd guess that they are cumulative, but I have not been able to get hard data on it since my promotion are so low...



#5
yarpenthemad21

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Question nearly on this topic: Is Front Defense is different from Melee/Ranged/Magic Defense with regards to the damage reduction cap?
 
From the damage formula, Front Defense is additive with Melee/Ranged/Magic Defense (for non-flanking attacks) as a separate stat, but what I have not been able to tell is whether Front Defense and Melee/Ranged/Magic Defense are counted cumulatively toward a general 80% Defense cap or are considered separate. I'd guess that they are cumulative, but I have not been able to get hard data on it since my promotion are so low...


Formula

final_damage = (base_damage * rand(0.95 to 1.05) - armor * armor_multiplier * (1 - armor_penetration))
* (ability_multiplier + attack_bonus + flanking_bonus + level_bonus + difficulty_bonus + rank_bonus)
* (1 - magic_resistance)
* (1 - min(defense + front_defense, 0.8))


clearly states that front_defense adds to defense and 80% cap applies to the sum of both.
If you want to test it...
either find someone with high enough promotions or do it on single player where you can from my experience craft gear which can reach any defense cap you want.

Probably easiest way to test it will be with turn the bolt.
Shield gives 30% front, this 50% front. So in theory you are capped. Turn the blade which works also on range should not give anything here vs ranged.
Eventually you need around 50% range or melee defense, shield can give 10% even of one this stat + armor upgrade + 12% + (if melee) 6% + around 15 con from passive another 7%.
Probably melee would be easier, with proper gear you should have around 35% melee defense, so only 30 promotions are needed.
With 50% as base melee defense and shield, from front damage should be lower, capped and taking passive like turn the blade shouldn't reduce it even more.

#6
Angelus_de_Mortiel

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clearly states that front_defense adds to defense and 80% cap applies to the sum of both.

 

I was staring at that formula for like 10 minutes and reading all of the other information there before I posted what I did, and somehow missed that. I even almost missed it here in your reply and had some big rebuttal typed out before I went and double-checked what you quoted because I really was confused on how you saw it in the formula. 

 

What I really learned: Staring at text too long apparently makes my brain short-cut everything.

 

:whistle:

 

But I will probably take your suggestion and just test it in single-player and go based on the so-far accurate assumption that mechanics are 1:1 from SP to MP. Would really like MP data, though. Can't hurt to test out formulas and not blindly accept everything, yeah?



#7
yarpenthemad21

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I was staring at that formula for like 10 minutes and reading all of the other information there before I posted what I did, and somehow missed that. I even almost missed it here in your reply and had some big rebuttal typed out before I went and double-checked what you quoted because I really was confused on how you saw it in the formula. 
 
What I really learned: Staring at text too long apparently makes my brain short-cut everything.
 
:whistle:
 
But I will probably take your suggestion and just test it in single-player and go based on the so-far accurate assumption that mechanics are 1:1 from SP to MP. Would really like MP data, though. Can't hurt to test out formulas and not blindly accept everything, yeah?


I can say that I've tested turn the bolt with my current stats.
I have 56 cunning from promotions. Using dwarven proven shield (which gives 9% range) and upgrade on armor giving 8%.

So to sum up I though if turn the bolt does even something for me on shield users.
I take turn the blade because it's pretty much like another shield. This makes 50% defense front. My stats and gear as stated easily add this "lacking" 30% (gives even more).
So I should be on 80% front vs range. I've tested on NM (because stupid perilous deals 1 damage to me) and taking turn the bolt does not change anything here, so in that case I'm pretty sure that turn the bolt works in the way formula states.

As for the SP vs MP, it's not probably best place to test abilities and passive. After several patches they just copied it and have them as some "clones" so they don't need to work in the same way.
But general mechanic of damage, stats, defense I'm pretty sure is the same.
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