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Thread: Full Armor & Damage Reduction Analysis.

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    Senior Member Madnex's Avatar
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    Default Full Armor & Damage Reduction Analysis.



     
    Armor Damage Taken
    0 938
    400 848
    585 807
    600 804
    850 748
    935 729
    1000 714
    1075 698
    1200 670
    1275 653
    1310 645
    1425 619
    1500 602
    1555 590
    1600 581
    1612 578
    1700 558
    1745 548
    1800 536
    1860 522
    1990 493
    2137 460
    2155 457
    2200 447
    2380 406
    2520 375
    2717 331
    (Based on the static damage received from a certain boss in Shuyal, scaled to L41).

    As part of supplementary tests, I would also like to confirm that neither the enemy's HP/armor nor its damage are scaling higher depending on if there is a warrior in party or not. With everyone in party at the same level, the mobs' difficulty only depends on the number of players in the instance, not the classes. You're welcome, warriors!

    There might be another topic coming containing the exact percentages of how mob's damage, armor and HP are scaling as more players join the party. For now, as a general guideline, mobs and bosses seem to scale smoother for three players comparing to four, purely from a statistical point of view.

    Bonus info: The damage reduction from both Nekro's & Scorch's shield is 40%. The difference is that Nekro's absorbs much more HP before it breaks.


     

    Special thanks to Blipz, Ardbeg, Raregem, Shinytoy & the Pheonix guild for assisting with the tests and Kalizzaa for making an awesome chart out of the gathered data!

    Hope this helps.
    Last edited by Madnex; 11-11-2015 at 10:36 PM. Reason: Edit on bonus info.

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    Senior Member Azemen's Avatar
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    Wow! Thanks for the info
    "Vision without action is a daydream. Action without vision is a nightmare." - Japanese Proverb
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    Senior Member Raregem's Avatar
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    Can it be so? I finally see the numbers :P Great work!

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    :O Finally an explanation as to why smurfs are so darn squishy! Ty Madnab (also, Noragami sig, meh likes)
    ¯\_(ツ)_/¯

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    Senior Member Serancha's Avatar
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    From the discussion started last July on this topic....

    Quote Originally Posted by Asphynxia
    We might've been wrong about the assumptions part but, the same as with kali's case on buff stacks, the shocking discovery was not exactly what was originally suspected. It was close though so I'm expecting something similar this time as well.

    I'm up for tests if the devs shoot it down either because it's not there or because it's probably hard to look through all this code and be certain if it's true or not.
    Quote Originally Posted by Serancha
    Most people agree that they may say it's nothing and sort it out in a hidden patch.
    Quote Originally Posted by Asphynxia
    I'll be content even with a silent patch in the case that something's actually off - especially now that I run with ring teams often. -.-

    The last couple of months I had noticed a difference, and especially running Kali's tour with Rav this week, it was definitely not harder than with just rogues. So sometime between the original discussion and now, something indeed changed.

    Nice work all.
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    Senior Member Serancha's Avatar
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    Your next mission, Sir Maddy, is to figure out why runs are not considerably faster with elixirs than pure....... reference: every season leaderboard in history.
    You never know what you can do until you try
    There are two ways of doing something: right, and again.

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    To those who have some difficulty reading the chart:

    It's the quivalence of damage reduction with armor (blue): More dmg reduction=more armor
    and there is a backgroud where you can find the equivalence of damage reduction with damage taken (grey): more dmg reduction=less damage taken

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    Senior Member Madnex's Avatar
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    Quote Originally Posted by Serancha View Post
    Your next mission, Sir Maddy, is to figure out why runs are not considerably faster with elixirs than pure....... reference: every season leaderboard in history.
    Mostly because a lot of things are luck based like banishes, trap pulls, critical hit rates. Plus in many cases there's damage that goes to waste, especially since everyone's spamming skills in frenzy etc. A few more lucky crits, a boss stun that can go right or wrong, killing needed mobs before reset - many factors that are, like the whole game, heavily reliant on luck.

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    Ty for info sir, i know now

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    Senior Member Rx8's Avatar
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    Madnex, Is it possible to change the chart's .PNG into a JPEG file format? PC users...too small. i can barely see it xD

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    Senior Member Madnex's Avatar
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    Quote Originally Posted by Rx8 View Post
    Madnex, Is it possible to change the chart's .PNG into a JPEG file format? PC users...too small. i can barely see it xD
    Not sure what the issue is, chrome is displaying it alright on both android and PC. Perhaps you've zoomed out? Try holding down Ctrl and tap + or alternatively, hold down Ctrl and scroll up until it's readable.

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    Senior Member Rx8's Avatar
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    Quote Originally Posted by Madnex View Post
    Not sure what the issue is, chrome is displaying it alright on both android and PC. Perhaps you've zoomed out? Try holding down Ctrl and tap + or alternatively, hold down Ctrl and scroll up until it's readable.
    I normally do zoom in, but then the image obviously gets somewhat blurry. That's why i asked for a JPEG type xD

    BTW, what PC were you using? if i may ask?

    EDIT:

    I tried zooming in, but this is the universal type. Normally speaking, from any zoom in, the image looks the same :\ here's an SS from zooming in from the universal standard or a crazy standard :P

    Name:  Madnex's PNG file.png
Views: 6138
Size:  290.6 KB

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    Senior Member Madnex's Avatar
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    Quote Originally Posted by Rx8 View Post
    I normally do zoom in, but then the image obviously gets somewhat blurry. That's why i asked for a JPEG type xD

    BTW, what PC were you using? if i may ask?

    EDIT:

    I tried zooming in, but this is the universal type. Normally speaking, from any zoom in, the image looks the same :\ here's an SS from zooming in from the universal standard or a crazy standard :P
    Chrome did use to have an issue with image resizing but this was resolved a while ago so update to the latest version if you haven't. Try left clicking on the image and opening it on a new tab, see if that works better. Alternatively, you can save the image and open it with your computer's default picture viewing tool (which should make it readable). Don't think PC specs have anything to do with it (it's a custom high spec gaming build running 64 bit win7 ultimate).

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    Try opening the image in a separate window/tab.

    And definitely: mages squishy.
    Last edited by Fyrce; 02-28-2015 at 06:42 PM.

    Star light, star bright...

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    Question: Below are some posts, r they in any manner related with your thread? :P


    Here's it:

    Armor Value * (Armor Modifier by level of attack mob) = Damage

    Posts:

    Quote Originally Posted by MonkeySphere View Post
    Armor works like this:

    Armor Value * (Armor Modifier by level of attack mob) = Damage Reduction

    This modifier goes down as the level of the attacking mob goes up, so that more armor is needed to maintain Damage Reduction as the player moves into higher level content.

    This passive is a multiplier on the Armor Value, so that a small change might not have a huge impact on Damage Reduction, but the higher the base Armor Value the player has the more this passive is worth. Therefore, this passive is way more effective for a warrior is max armor than it would be for a sorcerer in medium armor.

    For example:

    Warrior with 980 armor at level 21 vs. Sorcerer with 500 armor at level 21.

    Warrior DR w/out passive - 980*.00047619 (attacking mobs modifier) = 46.6% DR
    Sorcerer DR w/out passive - 500*.00047619 = 23.8% DR

    Warrior DR w 4/5 passive - (980*1.04)*.00047619 = 48.5% DR
    Sorcerer DR w 4/5 passive - (500*1.04)*.00047619 = 24.7% DR

    This benefit will grow as armor values get higher, which is one of the reasons why this passive will probably never go beyond its 5% increase. It would just become too powerful over time.

    Quote Originally Posted by Carapace View Post
    the .00047619 in this example is the amount of damage reduction per 1 point of armor. So with 980 armor, without the modifier damage reduction would be 980*.00047619 = 46.6%

    this decimal number slides a bit every time the character levels so effectively you need more armor to stay at the same damage reduction, and thus can't just sit in your level 8 armor at level 20 and take any hits.

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    Senior Member Rx8's Avatar
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    Quote Originally Posted by Serancha View Post
    Your next mission, Sir Maddy, is to figure out why runs are not considerably faster with elixirs than pure....... reference: every season leaderboard in history.
    O.o

    I guess due to elixirs, considered as buffs, the runs become tougher as lixes boost your stats so the mob's stats are increased?

    I'll try with different lix's then...

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    Senior Member Dragoonclaws's Avatar
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    Quote Originally Posted by Rx8 View Post
    O.o

    I guess due to elixirs, considered as buffs, the runs become tougher as lixes boost your stats so the mob's stats are increased?

    I'll try with different lix's then...
    wait... what's the purpose of using elixir then ',:l

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    Senior Member SacredKnight's Avatar
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    Very nice!

    So, what the Bonus Info is telling me is that Nekro's Dragon Scales are stronger than Scorches even though they should be the exact same skill? -_-

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    Senior Member Madnex's Avatar
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    Quote Originally Posted by Rx8 View Post
    O.o

    I guess due to elixirs, considered as buffs, the runs become tougher as lixes boost your stats so the mob's stats are increased?

    I'll try with different lix's then...
    Quote Originally Posted by Dragoonclaws View Post
    wait... what's the purpose of using elixir then ',:l
    Planning to clear this up with a couple of tests, there shouldn't be anything scaling to a higher difficulty when you use elixirs versus not using them.
    Quote Originally Posted by SacredKnight View Post
    Very nice!

    So, what the Bonus Info is telling me is that Nekro's Dragon Scales are stronger than Scorches even though they should be the exact same skill? -_-
    Actually no, the buff has changed Nekro's scales to Undead from the simple Dragon type. Also Scorch as a mythic pet should have way less pet damage and HP hence providing quite a smaller damage reduction (this isn't justifying the lack of usefulness here, the gap shouldn't be this huge). Here's the appropriate quote from Cara:
    Quote Originally Posted by Carapace View Post
    - Nekro's Activated Ability shield has been renamed Undead Scales, and has a new formula: (((PetDamage+petHealth)*1.1)+(2.5*level)). This still shares a debuff cooldown with Dragon Scales, and so you cannot stack or chain Dragon Scales with Undead Scales. Here's a couple of examples based on level of how much the shield protects with the new formula.

    lvl 41: (((259+703)*1.1)+(2.5*41)) = 1160.7
    lvl 25: (((177+383)*1.1)+(2.5*25)) = 678.5
    lvl 8: (((56+90)*1.1)+(2.5*41)) = 180.6

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    Senior Member Rx8's Avatar
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    Quote Originally Posted by SacredKnight View Post
    Very nice!

    So, what the Bonus Info is telling me is that Nekro's Dragon Scales are stronger than Scorches even though they should be the exact same skill? -_-
    If scorch had the same shield like nerko's wouldnt nekro or scorch mean the SAME THING?

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