Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
if you think about it, light armor suppose to look agile, some time fit, however that hat is bigger than my two balls combined, that don't seem like light armor, that hat is really to fall even just run.
nah 2-3 more flat is a ton if ur stacked on DR
DR is basically a armor multiplier if u have 25% damage taken you basically quadruple your flat armor bonus so that 2 is actually 8
a 100 hit against 10 armor
a 25 hit against 2,5 armor
ya dig
This is incorrect. Protection lowers damage first. THEN resistances come into play.
Situation: 100 damage, 25% damage taken, 10 Prot.
100 damage - 10 Prot = 90 Damage
90 * .25 = 22.5 damage taken.
HOWEVER
Dodge and block come before all of that, and can turn that 100 into a fumbled 50, or block it completely.
As light armor comes with a lot of dodge, You tend to see a lot of low damage hits from that.
(also do not forget physical resist, which would come after the damage taken, and could lower that 22.5 even more)
seemed the other way around for sure since im only ever hit by around 4 on my DR light armor toon
thx!
Dodge, physical resist, and -damage taken, as well as a moderate amount of protection, really work wonders.
Going back to the OP, I would also like to see more gear variety, and I'm sure it is on its way... we got a whole bunch this patch.
Also, accessories are heavily catered to mages
Some more physical Crit or weapon damage accessories would be nice
Certain new items
Additional contract types for Bastions
Bastion Conditions
Caves and rare plants
Some Follower events
Some description, dialogues, and localizations
This probably includes light tier 5 helmet and gloves and tier 3 heavy boots.
To be more exact, which I think you already know this but just informing the wider community...
Net Damage = (Incoming Damage - Prot) * Damage Type Res * Physical Res * Damage Taken
So, in the case of 100 damage, 10 Prot, -10% damage taken (which is 90% damage taken), 10% Phy Res, 10% Slashing Res (assuming this is a melee hit from an axe or something):
(100 - 10) * 0.9 * 0.9 * 0.9 = 65.61, rounded up to 66 damage (not sure if the game rounds up or down in this case).
I use -10% damage taken instead of -75%, because brown29knight used the max value in the game, but I don't think it is easily obtainable so I used a more realistic value.
------------
So, assuming we're using heavy armor, as those pieces generally have 25% phy res and slashing res, and heavy armor generally have around 20 prot instead of 10, and I'll go with -10% damage taken (easily achieved with Arna and some -4% dmg taken cloak):
(100 - 20) * 0.75 * 0.75 * 0.90 = 40.5, 41 damage rounded up.
At first glance this doesn't look like a big difference but keep in mind, a character wearing HA (heavy armor) likely has at least 20 Vit, meaning this is 41 damage done to a character with 130 max hp, and likely enemies don't actually hit you for 100 dmg unless they crit. And HA has lots of crit avoidance so the chance of that is smaller.
This is why shields work really well in this case, you can mitigate a lot of damage done by stacking either block power or that shield passive skill that gives -4% damage taken for partial blocks (less effective but combined with fumbles and dodges it can be good).
------------
Fumble/Partial Dodge will outright cut the 100 damage in half. (Realistically it won't even be 100 damage because fumbled or partially dodged hits can't crit, but for the sake of consistency I'll use 100 damage.)
((100/2) - 10) * 0.9 * 0.9 *0.9 = 29.16, rounded down to 29 damage.
((100/2) - 10) * 0.75 * 0.75 * 0.9 = 15.1875, rounded down to 15 damage.
Assuming 70 damage on LA (because fumbled hits and partially dodged hits are more common on LA since without these, LA build is dead, I use 70 damage because 50 damage assumes the enemy has +100% crit eff so I'm gonna use a more realistic assumption):
((70/2) - 10) * 0.9 *0.9 * 0.9 = 18.225, rounded down to 18 damage.
So, 29 damage on HA, 18 damage on LA, assuming worst and best case scenarios respectively (crit hit on HA vs fumbled/partial-dodged hit on LA).
------------
Sorry if this is off-topic. But I like to think it is a bit relevant because when you want T5 LA gear, you have to talk about its stats. :)