Mechanics thread

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0nin wrote:
That's about the umpteenth time someone asks that...

When you have Iron Reflexes, all your Evasion basically turns into Evasion Converted To Armor. This value is simultaneously affected by % increases to Evasion as well as % increases to Armor.


yeah i did a forum search (which i should have done before hand) and seen some answers.

sorry for being lazy but thanks a million for answering anyways! =p
Hm, I'm kinda wondering:

Are the Chance to avoid being stunned passives and the 50% chance to avoid stun from ES additive? I suppose not, but if it was, you could potentially get 82% Chance to avoid stun, which, from how I understood the original post, would mean stun immunity since Chance to get stunned < 25%

In any case I would assume that it's more like .5*.68 = 34% chance to get stunned. If anyone happened to know that, that would be dandy :>
Kilgoth - Eldritch Battery Lightning Strike Shadow
Kilgmore - Righteous Fire/Freezing Pulse tankmage Marauder
Kilgington - Remake of the very same Marauder
Kilgtales - Pain Attunement Low Life Caster Shadow
Kylg - Unarmed bitch
I saw this formula for accuracy:

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


My question is, how do I determine the defender_evasion for an equal level NPC?
You currently can't, you can only rely on the average that your character sheet says. Most likely some monsters have higher evasion than others.
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Kironide wrote:
If I have necromantic aegis (shield bonus applies to minions) and my shield has +IIQ or +IIR how does this work? Like if I have say 5 minions, and my shield gives 10 iiq, is my iiq effectively 10, or do they all add together for 50? If I kill the monster and not my minions does that only count for 0 iiq?
The IIQ/IIR is on your minions, not you (your kills got get it, but currently neither do theirs. This was not considered when necromantic aegis was introduced, so there's a case there where the minions IIQ/IIR is not applied (yours is). There's a thread about this somewhere, ans I think we'll likely change it at some point.
IIQ/IIR on kill, from the support gems supporting minions, will be added to your static IIQ/IIR.
Last edited by Mark_GGG#0000 on Aug 19, 2012, 7:28:00 PM
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Vipermagi wrote:
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Zakaluka wrote:
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RabidRabbit wrote:
For purposes of calculating stun while dual wielding, are Dual Strike and Cleave counted as one hit for the total damage or two hits for roughly half damage?

What about Double Strike?


All of the skills you mentioned make 2 hits, for the purposes of stun it should still be 2 hits.

Actually, Dual Strike hits once with both weapons; you only trigger Life on Hit once, for example. I assume Cleave works similarly but am not sure. Double Strike is two separate hits.
Not quite. Both Dual Strike and Cleave (when dual wielding) calculate damage for each weapon separately, and merge the results, then (assuming both hit) apply it as one hit.
Stun is part of damage calculation, so each weapon's hit will calculate stun separately. Then, if either stunned, the combined hit will stun. If both stun, the maximum of the two stun durations is used.
I'm sorry if this was answered previously but I have a question regarding armour and damage reduction effects.

Using this formula:

reduction = armour / (armour + 12*damage)

How much damage and percentage reduction will I take/have if I have 5000 armour, 3 endurance charge and the monster deal a static 2000 damage and has a 30% damage reduction enfeeble on him (enfeeble isn't yet calculated in the 2000 damage)?


Thanks for the time.
Build of the week #9 - Breaking your face with style http://www.youtube.com/watch?v=v_EcQDOUN9Y
IGN: Poltun
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faerwin2 wrote:
I'm sorry if this was answered previously but I have a question regarding armour and damage reduction effects.

Using this formula:

reduction = armour / (armour + 12*damage)

How much damage and percentage reduction will I take/have if I have 5000 armour, 3 endurance charge and the monster deal a static 2000 damage and has a 30% damage reduction enfeeble on him (enfeeble isn't yet calculated in the 2000 damage)?


Thanks for the time.

I'm pretty sure it works like this:

Enfeeble reduces the damage the enemy deals:

2000 * (1-0.3) = 1400

Then DR is applied:

5000 / ( 5000 + (12 * 1400) ) = 22.93% DR from armour

add endurance charges
22.93 + 15 = 37.93% DR

1400 * (1-0.3793) = 868.8 damage taken.
Malice, is this from a previous dev post or just what you believe (or tested) is the case? I'm asking because it feels a little odd that endurance charge would be directly added to the DR value instead of multiplying the post armour damage by .85

Build of the week #9 - Breaking your face with style http://www.youtube.com/watch?v=v_EcQDOUN9Y
IGN: Poltun
Last edited by faerwin#5850 on Aug 19, 2012, 10:12:40 PM
Malice is correct. Armour and endurance charges are both providing physical damage reduction. Endurance charges don't apply some separate mitigation mechanic that takes place after physical damage reduction.

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