Talk:Damage: Difference between revisions
(Damage and flat resistance) |
Frightning (talk | contribs) No edit summary |
||
Line 18: | Line 18: | ||
Don't really know how to correctly write it in wiki, so post it in discussion for now. | Don't really know how to correctly write it in wiki, so post it in discussion for now. | ||
== Regarding the above == | |||
I have confirmed that the above statement about percentage resistance being applied after flat is correct. | |||
I am also quite sure that the above is also correct about the change of formula for accounting for high flat resistance against low damage happens when reduced damage (after only applying flat resistance, would be less than or equal to 1, as both formulas agree at only that value, hence the only way to preserve more raw damage=more actual damage and not have a jump discontinuity would be to make the transition there). | |||
I will edit the article to reflect this. | |||
[[User:Frightning|Frightning]] ([[User talk:Frightning|talk]]) 07:01, 9 January 2018 (UTC) |
Revision as of 07:01, 9 January 2018
After some testing in version 0.15.28 found out two things:
1) percentile resistance is applied second (i've edited the page about it);
2) flat resistance works little different than it's wrote in wiki:
[code]
let D = damage - flat resistance
if D < 1 then let D = 1 / (2 - D)
D is resulting damage
[/code]
This differs from what written in wiki in case of (damage - flat resistance) in range from 0 to 1 exclusive.
Don't really know how to correctly write it in wiki, so post it in discussion for now.
Regarding the above
I have confirmed that the above statement about percentage resistance being applied after flat is correct.
I am also quite sure that the above is also correct about the change of formula for accounting for high flat resistance against low damage happens when reduced damage (after only applying flat resistance, would be less than or equal to 1, as both formulas agree at only that value, hence the only way to preserve more raw damage=more actual damage and not have a jump discontinuity would be to make the transition there).
I will edit the article to reflect this. Frightning (talk) 07:01, 9 January 2018 (UTC)