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"The attack and damage negation granted by the final level of Blessing enhancements has been slightly increased"
Slightly, this means by a few % so anywhere from 2-4% at most. On the whole scale nothing much changed.
Edit: Just saw the reddit link, a 0.05 increase? Hahahahaha and people are crying over this?
Also from the update.
Might want to keep a box of tissues nearby at hand. Seeing how this upset you so much.
From x2.0 to x2.05. They increased the final upgrade point by a whole 2.5%. Such a huge change. They cave in for sure. Now everything's piss easy. Time to act like the crybabies OPs complaining about and cry about it.
In terms of mathematics, damage mitigation works on a sliding scale that starts at 1x and goes up to 0.5x for levels 0 to 20. For example, taking 1000 damage at first and reducing it by 20% (due to lack of armor) results in 800 damage taken, or 1.25 Effective Health Points (EHP). On the other hand, our previous research indicates that when 1000 damage is encountered in the DLC, 40% DR from armor and an extra 8% from a 20% multiplicative DR totals 48%, meaning 520 damage and 1.92 EHP.
Increasing damage reduction from 0 to 10% is only half as important as increasing damage reduction from 50 to 55% DR. This disparity highlights the fact that not all damage reduction points have uniform impact or equivalency in mitigating damage, even when added multiplicatively.
When the player has damage reduction already, you will see an increasing in value. To put this simply in terms of an example, we can quantify that 99.9% of your effective health is a tenfold boost if you already have 99% damage reduction. 99.99% is a tenfold increase even if the percentage is lower.
That is to say, the "slight increase" they gave can be calculated at a 1.3% gain which proc'd overtime will gain the player significant more value than the previous scaling.
Stated differently, the 1.3% gain that results from the "slight increase" that they provided can be utilized to provide the player a considerable rise in value over time. This disparity highlights the fact that not all damage reduction points have uniform impact or equivalency in mitigating damage, even when added multiplicatively.
However at this point I would just like to see an easy mode implemented. This same song and dance everytime a souls game is released is exhausting,
Memories of a time when games were hard, men were men, white people had separate drinking fountains… good times.