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E.g.: Taste of Blood 5/5 + Release the Beast + Rough Rider -> (1 + .5 + .5 + .2)^(-1) = .4545
That gives you around 54.55% dmg reduction.
I imagine having a relic with damage resistance would work the same.
"Killing stuff faster" is still a major part of survivability in this game, and in that way, the various amazing damage relics help your survivability usually a lot more than the actually defensive ones.
Does resistance/reduction have diminishing returns though? I thought 200% damage reduction would be twice as effective as 100%?
And yeah I don't think I'd run a defensive relic, I just wanted to know how it works.
say you have only 20% damage reduction from RR, but no other boosts.
This gives you an effective damage reduction of 16.6% then. 1 - 1/(1.2).
Now assume you already have 100% reduction from your skills, and put the Rough Rider on then. Effective damage reduction without RR 1 - 1/2 = 50%. With RR, 1 - 1/2.2 = 54.5%. So the RR only gives you 4.5% more effective reduction on the total damage here, while giving 16.6% in the naked comparison.
The more base damage reduction you already have, the less effective damage reduction you will get from additional boosts. If that makes any sense.
Good explanation, thanks. The low level math in RPGs always ends up confusing me at some point. Especially when I see counter points like this?:
http://forums.gearboxsoftware.com/t/damage-resistance-reduction-does-not-suffer-from-diminishing-returns/1272236
I've seen the whole outward appearance of diminishing returns (Diablo 3 does similar in a lot of cases) but then mathematically it works out to a similar effect, and avoids ever reaching 100% damage immunity.
As I level up Krieg I'll have to see how effective I find a Rough Rider compared to a melee roid shield.
But in a forumla as we have it here, boosts suming up additivly to a divisor, the results of the individual boosts are diminishing in relation to the original value of said stats, by any possible mathematical point of view.
Which is just a jackass way to explain the things I explained with a simple example before.
and once more, another good comparison to D3. In favor of D3, it often mixes those additive-divisor mechanisms with aboslute boosts, for example with Cooldown (In-Geom for the win). You can often get to those seemingly unreachable 100% one way or an other. With occasionally rediculous results, 0 CDR on some skills etc, but it does make the game versatile as f. Ofc damage reduction is an exception there too.
Which is almost exactly the same as Armor in Diablo 3. On paper it looks like diminishing returns but actually works out to the same effective HP increase per Armor regardless of current Armor.
I'm not well versed enough on the subject to argue either side, but the Gearbox thread makes more sense to me. Either way I don't even have a Rough Rider yet, and only have a lvl 31 Krieg, so we'll see how it goes in the future.
The comparison to HP is like: hey, +100% DR are like +100% HP (which is correct), and hey, another +100% DR are another +100% HP!!!!!!! Fantastic, not diminishing AT ALL, right?
wrong. The first 100% HP effectivly doubles your health pool. The second +100% only means 50% increase (from 200 to 300%). And the thread takes this super simple example to mistakingly prove the oposit of what would be the actual point.
Well... if that still doesnt make any sense to you, cant help you.
you're wrong!!1
damage bonuses add up in a predictable way (+50%, +50%, +20% = 90% DR) and you can see that if you go and actually test it instead of being pretentious online
ps i love necroing threads and i also love people complaining when i necro threads
Holy hell, 6 year old thread, come on dude
crit has type a and type b
so has dmg reduction
based on wich skill / ability salvador has both