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Math on Taking Damage?

greyarocksgreyarocks Posts: 21 Arc User
edited August 2013 in Power Discussion
Been sitting here trying to find information on taking damage and still no luck so here we go.

Question is what goes first in terms of taking Damage? Dodge, Resists, Flat Damage Reduc(Invul).

Reason being is I'm thinking of putting Invul into my Dodge build and I'm just wondering at what point in the math is the flat damage taken out at? At the start or after Dodge/Resists have been factored in?
Post edited by greyarocks on

Comments

  • ayonachanayonachan Posts: 557 Arc User
    edited August 2013
    Damage Debuffs->Redirect Force->Dodge&Avoidance->Defense&Block->Flat Damage Reduction->PFF/*Shield*->Hp

    Different types of shielding powers fall in difference places(at least they use to have yet to try them all out now)
    Layering:
    Base Damage
    1. (If negative then / otherwise *) (1 + |(AdditiveDamageBonus% - AdditiveDamageDebuff%)|)
    2. (If negative then / otherwise *) (1 + |(MultiplicativeDamageBonus% - MultiplicativeDamageDebuff??%)|)
    3. / (1 + RedirectedForce%)
    4. * (100% - Avoidance%)
    5. (If negative then * otherwise /) (1 + |((Defense% + Block%) - (DefensePenetration% + NegativeResistanceDebuff%))|)
    6. - Flat Damage Reduction
    7. = Solution
    _____________________________

    1. Calculate Additive Damage Bonus
    2. Calculate Multiplicative Damage Bonus
    3. Newest Addition to CO and it takes a large strain out of the user to keep up but it is useful to say the least.
    4. Dodge Roll. Calculate Avoidance mitigation.
    5. Defense. Calculate Defense mitigation. Resistance is permitted to go below zero if and only if defense penetration is enough to bypass defense+block%. Defense penetration alone will only nullify not decrease. Negative resistance debuffs is what determines if there is bonus damage.
    6. Flat Damage Reduction is not permitted to go below 1.
    7. This is the solution after all of the above has been calculated.
    Between variance, diminishing returns, hidden decimals, debuff caps, hidden information ,and not-true 0 there is no sure way to accurately account for the EXACT amount of damage one can inflict/obtain from any given circumstance.

    Shield - Solution = DamageHpTakes(If your shield has enough durability remaining this should be 0)

    If PFF and No Viper then:
    Solution *0.1 = DamageHpTakes

    If Viper and PFF then
    Solution *0.9 = DamageHpTakes

    Damage Debuffs only apply to the attacker.
    Resistance Debuffs only apply to the defender.
  • greyarocksgreyarocks Posts: 21 Arc User
    edited August 2013
    Thanks exactly what I was looking for.
  • secondalksecondalk Posts: 67 Arc User
    edited August 2013
    Pretty much everything Ayona said.

    This is one of the reasons Dodge/Invuln is such a sturdy build. With just gear, especially with Legion gear, it's easy to push over 40/60 dodge/avoid, with well over 150% Damage Resistance (Above 60% damage reduced).
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