Jedouard
12-10-2011, 13:49
So, currently, these are the X types of damage mitigation we have seen. Below, I have written what I have observed about the mitigation from various videos and remarks from testers. I also have a few questions, most of which seem like they will be testable and answerable for any interested beta testers. Sorry if the questions are somewhat redundant, but I figured if any testers wanted to divide up the testing, it would be easier and it would be easier to quote each section when responding.
Dodge %: Gives you a % chance to fully avoid the attack:
(1) Is this % part of some other formula (involving, for example, character level) or is it a straight up flat number reduction.
(2) Does this works for all types of attacks (melee, ranged and cast, and physical and magical)?
(3) Is there an animation or, more importantly, a pause time involved in this?
Block %: Gives you a % chance to fully avoid the attack:
(1) Is this % part of some other formula (involving, for example, character level) or is it a straight up flat number reduction.
(2) Does this works for all types of attacks (melee, ranged and cast, and physical and magical)?
(3) Is there an animation or, more importantly, a pause time involved in this?
(4) Which comes first, Dodge or Block, or are treated the same.
Armor: Gives you a flat number that incoming physical damage is reduced by after Dodge and Block are resolved.
(1) Is this flat number part of some other formula (involving, for example, character level) or is it a straight up flat number reduction.
(2) Does this works for all physical attacks - melee, ranged and cast (as in cast like Wave of Force-type) – and if so, is there any noticeable different in, for example, how ranged physical and melee physical are handled?
Resistance: Gives you a flat number that the corresponding incoming magical damage is reduced by.
(1) Is this flat number part of some other formula (involving, for example, character level) or is it a straight up flat number reduction.
(2) Does this works for all magical attacks - melee and cast – and if so, is there any noticeable different in, for example, how ranged physical and melee physical are handled?
Damage Reduced by ‘X’: Reduces damage by a flat number.
(1) Is this flat number part of some other formula (involving, for example, character level) or is it a straight up flat number reduction.
(2) Does this work for all damage types (melee, ranged and cast, and physical and magical)?
(3) Does this happen at the same time as Armor and Resistance are factored in?
Damage Reduction % (from items, skills and Defense): Reduces all damage taken by said %.
(1) Is this % part of some other formula (involving, for example, character level) or is it a straight up flat number reduction.
(2) Is this factored before or after Armor, Resistances and Damage Reduced by ‘X’ or perhaps after Armor and Resistances but before Damage Reduced by ‘X’.
Dodge %: Gives you a % chance to fully avoid the attack:
(1) Is this % part of some other formula (involving, for example, character level) or is it a straight up flat number reduction.
(2) Does this works for all types of attacks (melee, ranged and cast, and physical and magical)?
(3) Is there an animation or, more importantly, a pause time involved in this?
Block %: Gives you a % chance to fully avoid the attack:
(1) Is this % part of some other formula (involving, for example, character level) or is it a straight up flat number reduction.
(2) Does this works for all types of attacks (melee, ranged and cast, and physical and magical)?
(3) Is there an animation or, more importantly, a pause time involved in this?
(4) Which comes first, Dodge or Block, or are treated the same.
Armor: Gives you a flat number that incoming physical damage is reduced by after Dodge and Block are resolved.
(1) Is this flat number part of some other formula (involving, for example, character level) or is it a straight up flat number reduction.
(2) Does this works for all physical attacks - melee, ranged and cast (as in cast like Wave of Force-type) – and if so, is there any noticeable different in, for example, how ranged physical and melee physical are handled?
Resistance: Gives you a flat number that the corresponding incoming magical damage is reduced by.
(1) Is this flat number part of some other formula (involving, for example, character level) or is it a straight up flat number reduction.
(2) Does this works for all magical attacks - melee and cast – and if so, is there any noticeable different in, for example, how ranged physical and melee physical are handled?
Damage Reduced by ‘X’: Reduces damage by a flat number.
(1) Is this flat number part of some other formula (involving, for example, character level) or is it a straight up flat number reduction.
(2) Does this work for all damage types (melee, ranged and cast, and physical and magical)?
(3) Does this happen at the same time as Armor and Resistance are factored in?
Damage Reduction % (from items, skills and Defense): Reduces all damage taken by said %.
(1) Is this % part of some other formula (involving, for example, character level) or is it a straight up flat number reduction.
(2) Is this factored before or after Armor, Resistances and Damage Reduced by ‘X’ or perhaps after Armor and Resistances but before Damage Reduced by ‘X’.