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Post by infurmia on Aug 29, 2016 10:17:46 GMT
This post is just a note for those who do not know.
Because of how they are integrated into the damage formula:
Damage resistance = Good Damage reduction = Bad (especially on higher difficulties)
It depends on many factors, but 20% damage resistance will often reduce actual damage taken by over 50% whereas any number of damage reduction will likely reduce actual damage taken by under 5%. The effect of damage reduction is reduced with increases in difficulty. Therefore this post is more applicable to perilous-heartbreaker than routine/threatening.
Some skills that use damage resistance:
turn the blade there is no darkness chilled defense
some skills that use damage reduction:
livid turn the bolt rage of the avvar salty sea dog with strength, endurance
edit: wavebend had a good post regarding this on old bsn forums, but unfortunately I could not find it. If anyone is able to find it, please link!
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SassaMFG
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Post by SassaMFG on Aug 29, 2016 11:00:20 GMT
I tried to find it few moths ago when i reached defenses caps but also couldn't find it. More damage reduction passives: Disable Crippling Blows
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Post by caldyrvan on Aug 29, 2016 12:12:14 GMT
I tried to find it few moths ago when i reached defenses caps but also couldn't find it. More damage reduction passives: Disable Crippling Blows Those are not reducing damage you take they reduce the damage an enemy does. Or does it work same as for the other abilities?
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Post by SassaMFG on Aug 29, 2016 12:27:06 GMT
^ I think they work the same way, but it is hard to say now...
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Post by Minuos on Aug 29, 2016 15:43:32 GMT
From my understanding, damage reduction as an attribute doesn't exist. It's just a generalised tooltip term meaning damage reduction from either defense or resistance. What those abilities/passives do is call on stat_damage_bonus_all (if applied to an enemy) and stat_damage_resistance_all (if applied to an ally). And those stats call on typed damage/resistances (physical and elemental).
Defense and resistance are the two reductions that matter in this context, and they should be multiplicative. The end formulas are: damage = damage * ((100 - resistance) / 100) damage = damage * ((100 - defense) / 100)
A simplified example using an incoming elemental attack of 1000 damage and a Templar with 80% magic defense and 10% resistance to all elemental damage, accounting for the 5% plus/minus damage randomisation just for kicks: 1000 * 0.9 * 0.2 = 180 * 0.95-1.05 = 171-189
Seems accurate enough, right?
Some additional weirdness with this: Turn the Blade actually increases defense, not resistance, making it useless with maxed defenses, and the Necromancer's Ice Armor doesn't look like it does anything except add 3 Willpower... This game is a mess.
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Post by SassaMFG on Aug 29, 2016 15:53:25 GMT
^ Look who is here. Nice to see you. So my assumption that with maxed defenses all those passives are obsolete was correct.
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Post by Minuos on Aug 29, 2016 16:20:32 GMT
Thanks for the welcome.
But yeah, they become quite negligible. The ones that increase resistances still serve a purpose, so it's not all bad and tonics are still good.
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Post by lcneed on Aug 29, 2016 16:29:21 GMT
Of all the skills in the first post, I am only sure that chilled defense works even at maxed defense. I can totally see the difference between lv 10 Avvar without it and lv 13/14 with it.
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