Mechanics thread
If you would convert more than 100% of a damage type to other damages, you only convert 100%. All conversion that doesn't come from skills is scaled until only 100% is being converted. So Lightning Strike or other such skill will convert it's full 50%, and all the other conversion will scale down to fit in the other 50%
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"does game have preference on how it shrinks the non skill converting? |
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All the non-skill conversion is scaled down equally until only 100% total is being converted.
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" Mark can correct me if I am wrong. Let's say you have 50% fire damage conversion from a skill. 25% physical to frost from gloves 25% physical to chaos from bow 50% physical to fire from quiver. First, you have the skill that removes 50% from that and leaves you with 50% conversion for the rest. The rest total up for 100% but you only have 50% remaining, this should mean that all the values are halved to fit the 100% conversion cap. Meaning 75% converted to fire damage (50% from skill and 25% from quiver) 12,5% converted to frost damage (gloves) 12,5% converted to chaos damage (bow) Build of the week #9 - Breaking your face with style http://www.youtube.com/watch?v=v_EcQDOUN9Y
IGN: Poltun |
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Regarding the de-randomization of evasion, I find myself repeatedly wondering exactly how it works. Mark told us that above 50% evasion, if a monster hits us, that same monster's next attack is guaranteed to miss.
I find myself wondering if the 50% is just an arbitrary breakpoint that forces the next swing to be a miss? Or if there is more to this mechanic? If it's an arbitrary breakpoint, then hitting that magic 50% adds a tremendous amount of defense, out of thin air. I'm wondering if someone could tell us more? Scenario: I have exactly 50% evade. edit: my math was based on bad assumptions. trying again: P1: Hit/Miss - 0.5*1.0 - 50% probability, 50% avoidance (50% damage remains). P2: Miss/Hit/Miss - 0.5*0.5*1.0 - 25% probability, 66.7% avoidance (33.3% damage remains). P3: Miss/Miss/Hit/Miss - 0.5^3 - 12.5% probability, 75% avoidance (25% damage remains). P4: Missx3/Hit/Miss - 0.5^4 - 6.25% probability, 80% avoidance (20% damage remains). P5: Call the last 6.25% 83.3% avoidance (remaining: 16.6%), recursive process has to end somewhere. I think this can just be figured as a weighted average of probabilities, though something is tugging at my mind saying that's wrong. Anyway, doing a weighted average would suggest 50% evasion provides around 60% avoidance. If it's nothing but a breakpoint, 49.9% evasion still only provides 49.9% avoidance. Big jump. -- I don't have alpha access, that was a LONG time ago. Last edited by Zakaluka#1191 on Sep 13, 2012, 8:38:15 PM
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Can Acrobatic+4 dodge Resolute Technique ?
IGN : Xilax
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" (disclaimer, I may be a off in the specifics, but should still be able to explain the non-randomness of the system well enough) Lets say for example you have 30% evasion. This means you have a 70% chance to get hit. With normal evasion plan, a 1-100 is rolled for every attack, and every roll above 30 hits you. On average, you should still only get hit 70% of the time, but RNG will mean spikes of low rolls or high rolls. On the modified evasion plan, only the first attack gets rolled 1-100, let's say for example a 20 is rolled, and the attack misses. For the next attack, rather than doing another completely random roll, your 30% chance to evade gets added to that 20, for a new "roll" of 50, meaning hit. The next attack gets 30 added again for a new "roll" of 80, also a hit. The next attack has 30 added for 110, which then goes back around to being just 10, which below your 30 threshold and therefore another miss and a miss, the next attack 40=hit. Shown in an easier way: 1st attack 20=miss 2nd attack 50=hit 3rd attack 80=hit 4th attack 10=miss 5th attack 40=hit 6th attack 70=hit 7th attack 100=hit 8th attack 30=miss 9th attack 60=hit 10th attack 90=hit So from this system, you're still getting you're average 3 out of 10 attacks missed, but they're spread out evenly over time. The reason why 50% evasion means every other attack misses is because 20=miss 70=hit 20=miss 70=hit etc. If for example you had 70% evasion, you'd get at least 2 sometimes 3 misses in a row between each hit 20=miss 90=hit 60=miss 30=miss 100=hit 70=miss 40=miss 10=miss 80=hit So back to the main premise, that evasion is now only somewhat random, the first hit will be random then the following hits *should* follow a predictable pattern of missing/hitting based on your evasion chance. NOT TRUE> Keep in mind that this is calculated individually for each monster with a large group of monsters, they can all hit if you get unlucky, but no single monster will get a long string of all hits.<NOT TRUE (thanks to Mark for correcting me) " Yes, resolute technique only removes hit/evasion from the equation, Dodge from acrobatics is calculated separately from that, like how block is separate. Last edited by Aplier#7659 on Sep 13, 2012, 11:22:22 PM
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"No, it's not, and I have no idea where people are getting this idea from? it's entirely in your character, reagardless of where the hits are coming from. The same mosnter can hit you multiple consecutive times if the others "use up" the misses. | |
" A GGG member actually said it, I forgot who and in which thread though. Build of the week #9 - Breaking your face with style http://www.youtube.com/watch?v=v_EcQDOUN9Y
IGN: Poltun |
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" My mistake, thank you for the clarification. I seemed to remember reading somewhere that it was individual to monster, I'll see if I can dredge up the post about it. I'm assuming the rest of it close enough to the actual mechanic for the purpose of my explanation? =) |
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