View Full Version : Damage reduce ????
Aldragon
26-10-2005, 01:38
I know how DR by % works in pvm and pvp, but
How does Damage reduce by 18 (like in glads bane)works in both pvm and pvp
I.E Amy of eternal life 25 damage reduce
Can someone plz explain?
even Im old in the game i fell like a newb
Aldragon
-damage is sort of the same as damage reduced %, except that it works on a set number. The one your talking about only applies to physical damage (though you probably meant the "Amulet of Life Everlasting"). The other type ("Magic Damage reduced") reduces the damage done by all elemental and magic attacks.
When determining how much damage someone takes, the order is:
1) 17% PvP Multiplier
2) Bone/Cyclone Armor and Energy Shield
3) -dmg items (physical or magic: magic includes elemental)
4) Resistance (DR% capped at 50%, elemental capped at 95%, absorb capped at 40%, -resists capped at -100%)
5) Absorb % (applied twice, so 20% absorb = 40% less dmg)
6) Absorb # (numerical absorb also applied twice. Note: healing is applied first for both types of absorb, so if you are at full HPs, you will only benefit from absorb once)
You'll notice that -damage items are taken into account before resistances and damage reduced by %.
Edit: For example: If a monster does 300 damage to you, and you had -20 damage, as well as damage reduced by 50%, the total damage the monster would do to you would be:
(300-20)/50% = 140 damage
If it was a person, instead of a monster that dealt that damage to you, you would first factor in the pvp penalty:
((300*17%)-20)/50% = 15 damage
-Damage items are good for low amounts of damage.
TheJarulf
26-10-2005, 10:42
1) 17% PvP Multiplier
2) Bone/Cyclone Armor and Energy Shield
3) -dmg items (physical or magic: magic includes elemental)
4) Resistance (DR% capped at 50%, elemental capped at 95%, absorb capped at 40%, -resists capped at -100%)
5) Absorb % (applied twice, so 20% absorb = 40% less dmg)
6) Absorb # (numerical absorb also applied twice. Note: healing is applied first for both types of absorb, so if you are at full HPs, you will only benefit from absorb once)
Since I am not following changes in recent patches, I am just curious as to when (which patch), moved the PvP modification to the begining? I recall the 1.10 moving arround effects such as Bone Armor and such to the start, butr was not aware of the PvP, I think that at least n 1.10 it was still at the end. Any insight?
Also note that absorbtion is not really applied twice, it is applied once for reducing the damage. Then that ammount is given back at the end (but before you take damage). That is important to note since otherwise one get the impression that you apply for example 20% absorbtion twice, THEN the straight absorbtion, which is not the case. If you only have %absorbtion, then yes, one might simplify it to be more or less "apply twice" but not otherwise I would say. If one really want to missread, one can even assume you mean to absorb twice and THEN heal that double ammount :)
Since I am not following changes in recent patches, I am just curious as to when (which patch), moved the PvP modification to the begining? I recall the 1.10 moving arround effects such as Bone Armor and such to the start, butr was not aware of the PvP, I think that at least n 1.10 it was still at the end. Any insight?
I know what your talking about with regards to the PvP penalty. I can't remember which patch specifically changed it, though I'm inclined to believe it was patch 1.10.
If I remember correctly, before 1.10 resistances were calculated first (or near the start), followed by -damage (both physical and magical), then absorbs and then bone armor, etc.
All references of 1.10 that I've seen show the same damage order that I listed in my previous post (with the pvp penalty being up top), and 1.09/1.08 were released pretty close to the expansions released date (June 2001, I believe). So, I would say it was patch 1.10 that changed things.
Also note that absorbtion is not really applied twice, it is applied once for reducing the damage. Then that ammount is given back at the end (but before you take damage). That is important to note since otherwise one get the impression that you apply for example 20% absorbtion twice, THEN the straight absorbtion, which is not the case. If you only have %absorbtion, then yes, one might simplify it to be more or less "apply twice" but not otherwise I would say. If one really want to missread, one can even assume you mean to absorb twice and THEN heal that double ammount :)
Yea, I probably should have elaborated abit on that. Bah :lol:
zeskelnec
26-10-2005, 15:22
Can we conclude from your explanations that Gladiator's Bane dmg reduction and magical reduction are useless in PVM, when Bane is the only worn item with DR .
It looks like even on perfect bane, 20 DR is peanuts. 300-20=280. Tough Monsters deal even much more than those 300 dmg as they can kill a healthy character in 2 or 3 hits.
It's like "attacker takes dmg of 20". When a character deals 1500 k with a weapon, the 20 look ...so ridiculous.
Please someone prove the contrary, show me Bane is worth, otherwise I charsi the Bane on my merc tonight, no... tomorrow.
I've read in the fifth page of a thread in the barbarian forum (The berserker build) that NORMAL hell monsters actually deal an average of 150-200 dmg. I don't know about bosses, though. Moreover, I read something about static damage reduction and something about frames per second that made the plain dr combined in glads, gerke, amulets of Life everlasting, etc. look quite interesting. can anyone explain more about this?
I've continued looking for information and the subject has been raised and duly answered several times before in this same forum.Thank you anyway.
zeskelnec
09-11-2005, 09:47
Surely the subject was raised several times on the forum. I never got any satisfactory answer about plain DR numbers.
What does a character need most : A reduction of 10% (20 dmg out of 200) in front of monsters it can handle easily, or 1-2% (20 out of 1000-2000) from a big boss or superunique that can kill in one hit ?
I would prefer something nice in front of big boss, so my doubt on BANE's usefulness remains valid. And a character built on DR (pts) may probably sacrifice too much of equipment to reach decent protection (despite the Barb guide).
On top of that, BANE is only available at lvl85 which is when one take either the painful road of MFing or reaching the top 90+ or the fedup road and "I build another character".
But thanks anyway for your answer.
I use an eth bane on one of my mercs for the great defensive mods (not only -dmg or -mdr), I would say priority is full resist and then -mdr and -dmg are nice add ons. Good thing about bane is cannot be frozen, hard to get on merc.
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