Mechanics thread

"
greenarj wrote:
Noob question: certain nodes say "increase critical chance by x%." Does that apply to both spell and physical attacks? There are nodes that say "increase spell critical chance".


if you looked at the passive tree, you would answer your second question. for the first one, plain crit chance/damage works on all forms of crits (attacks and spells, including skills).

as for volls+blood magic, blood magic makes mp 0, 50% of 0 is what...
"
soul4hdwn wrote:
as for volls+blood magic, blood magic makes mp 0, 50% of 0 is what...


Well, since the supportgem 'reduced mana cost' works as a 'reduced HP cost' with blood magic, I figured Voll might've cut your HP in half as well.

It seems I was wrong, thanks!
"
Spectruma wrote:
"
soul4hdwn wrote:
as for volls+blood magic, blood magic makes mp 0, 50% of 0 is what...


Well, since the supportgem 'reduced mana cost' works as a 'reduced HP cost' with blood magic, I figured Voll might've cut your HP in half as well.

It seems I was wrong, thanks!


volls doens't reduce costs o.o it reduces the amount you have.
"
Spectruma wrote:
"
soul4hdwn wrote:
as for volls+blood magic, blood magic makes mp 0, 50% of 0 is what...


Well, since the supportgem 'reduced mana cost' works as a 'reduced HP cost' with blood magic, I figured Voll might've cut your HP in half as well.
This, while reasonably accuract, isn't quite true, and thinking about it the other way might help you understand which things apply and which don't.

Reduced Mana cost doesn't change to "reduced life cost" under blood magic, it always reduces the mana cost of the skill. Even under blood magic, your skills still have mana costs. But blood magic lets you pay that cost by substituting life for mana.
All blood magic does is mean that when a skill tells you to pay it's mana cost, you give it life instead of mana. Nothing which affects mana changes to affect life.
Last edited by Mark_GGG#0000 on Jul 16, 2012, 8:30:14 PM
"
Mark_GGG wrote:
"
Spectruma wrote:
"
soul4hdwn wrote:
as for volls+blood magic, blood magic makes mp 0, 50% of 0 is what...


Well, since the supportgem 'reduced mana cost' works as a 'reduced HP cost' with blood magic, I figured Voll might've cut your HP in half as well.
This, while reasonably accuract, isn't quite true, and thinking about it the other way might help you understand which things apply and which don't.

Reduced Mana cost doesn't change to "reduced life cost" under blood magic, it always reduces the mana cost of the skill. Even under blood magic, your skills still have mana costs. But blood magic lets you pay that cost by substituting life for mana.
All blood magic does is mean that when a skill tells you to pay it's mana cost, you give it life instead of mana. Nothing which affects mana changes to affect life.


Perhaps, it would be clearer for some to word it this way: "Something that affects mana cannot directly affect life, but it can affect life indirectly, like the reduced mana cost means you pay less life.
You get what you deserve...
Last edited by Zayl056#4353 on Jul 16, 2012, 9:05:40 PM
Thanks for clearing that up!
Malice, how confident are you in your to-hit formula?

"

chance to hit = attacker_accuracy / ( attacker_accuracy + ((defender_evasion/4)^0.8))


I asked if a level 70 on HC could tell me their evasion rating and %evasion from the character screen. He said that with 908 evasion rating he has 20% chance to evade.

Calculating monster accuracy in that area shows 307 accuracy. Ignore for a moment, that this figure seems very low.

Now, say I want 5x as much EH, how much evasion would that take?
EH (due to evasion) = HP/(1-%eva)
EH2 = 5*EH1
HP/(1-%EVb) = 5*HP/(1-20%)
solving this for %EVb says I need 84% evasion.

Now how much evasion rating is that?
16% = 307 / ( 307 + [EVb/4]^0.8 )
Solving that for EVb says I would need 40,849 evasion rating to achieve 84% evasion. OK. Let's do a reality check: Boosting my total tankable damage by a factor of 5 requires 40 times more evasion rating.
-Doubling my total tankable damage requires 10 times more evasion rating.
-Tripling my total tankable damage requires 20 times more evasion rating.
-Quadrupling my total tankable damage requires 30 timees more evasion rating.
See a pattern? I'm trying to figure out how to plot EH gain vs evasion rating, though, since again (as like armor) the formula is a bit wierd.

Something goofy with the system, or the formula. Evasion diminishes in value far too quickly past the natural evasion rating available on armor (should occur around when the evasion term becomes considerably larger than accuracy). Before I dive into a %EH/evasion analysis, can you comment on whether you trust this formula to be true?

I read a developer response recently that said they are looking at ways to allow players to "be significantly more defensive". I assumed that meant maybe more defensive stats will be available on gear; instead I'm finding that the defensive stats themselves just have very poor value (aside from maybe ES and block). Maybe the underlying systems are being re-worked?

Let a man walk alone -
Let him commit no sin.
Let him bear few wishes,
Like an elephant in the forest.
Last edited by Zakaluka#1191 on Jul 20, 2012, 9:21:42 PM
That is the formula given to us by the devs, and I have no reason to believe that it is wrong or has been changed.
The formula is heavily weighted toward making it easy to get a decent chance to hit, and there are heavy diminishing returns in both directions. It's going to be really difficult to get a very high chance to hit or evade, but you're not going to have to try very had to get a reasonable chance to hit, or a low but decent chance to evade.

http://img195.imageshack.us/img195/8416/0910xaccuracyvsevasion.png

Personally I think evasion is more effective than armour in terms of average damage mitigation over time. But like armour it does not mean you can neglect life, because sooner or later you will get hit.
LOL! hope this doesn't become a regular glitch.

just about to zone into the Forest only to have EXE. crash.

as i was thinking "better get to the waypoint right away"
I don't do fancy equations, but my tooltip reads that 15k eva = 82% chance to evade.
____________________________________twitch.tv/tyranthal

Report Forum Post

Report Account:

Report Type

Additional Info