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It showed it's "level-up" effect of giving the killing spree I got from a purple orb, although never showed effect nor stats to both my friend and myself. We did not notice a difference in speed either so I just ended up not wasting mana on a skill not doing its work.
Hope these are fixed soon (Dev team seems to be all ears so I have no worry).
That means 5% evasion is a 95% chance to be hit. another 5% is a separate 95% chance to be hit. Multiply 0.95 by 0.95 and you get 0.9025 chance to be hit, or converted back to evasion chance, 9.975%.
The effect is more obvious with larger numbers. Say 50% plus 50% totals to 75% (not 100%). Many other games use this for damage reduction formulas. So the first 50% reduction reduces damage by half. The next source of damage reduction is applied to the remaining damage, reducing it by half again, etc, etc, etc. This way you can always add more to get better results, but you will never become completely immune.
Yeah i get that, it just annoying when it is the same when it comes to crit chance imo. Can get to 50% crit chance, so 50% of the time i do damage, other 50% i do no dmg because of the massive amounts of crit damage you get. Which is not multiplicative, but additive.
Also wanted to say that I basically came to this straight from POE2. I think I have over 700hrs into that game and see a lot of similarities. This is like the McDonald's dollar menu version...except I spent $20 more to play it lol. Is there or will there ever be an endgame added? NG+ is not endgame. I know it's there but is it temporary until the real thing is added, or is that it?
Talking through my hat here, but in the first iteration of Heroes of Hammerwatch, the NG+ was the end game. Although it came with added mechanics or ways to progress farther in the NG levels, i.e. new unlockables (pets, buff towers, advanced blueprints, etc.).
Even more came with the DLCs that came later including new classes.