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Damage Resistance
Ok, I know this isn't the first post on this subject. But I have to mention it again as i don't think the math is correct. With Damage resistance and Shelter combined (people claim) that the total max is 90% resistance with a 5% margin window (85% to 95% resist). Now i know for a FACT that this information is incorrect...
When i shelter up, i've been hit for 20-30 and sometimes 40 damage (without crits) - doing the math, that shows that their base hit has to be at least 300-400+ damage on a single shot. Can anyone elaborate? (i understand at the very least that maybe crits are added after the resistance has been included in the equation...)
Bottom line is - How much resistance does 10 resist and a turtle/shelter with 5 AP remaining and an armor of 20% equiped? 😲
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yes, there is something wrong
i didnt wanna mention coz they would say it was just a game (maybe they are right)
after we see that answer what can we say : )
FAQ[/QUOTE]
[QUOTE]13. If i have Shelter (6*12=72%) and 10 damage resistance (+30%) and some armor (+XXX%) am i immortal?
No, you will get some damages.
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You have to remember this in particular about the Turtle and Shelter perks: the defense bonus depends on the AP leftover. At best, Shelter provides a whopping 72% damage resistance (providing you don't have any AP modifying perks) without any other bonuses. Then there's the 30% static damage resistance from the perks needed for shelter and the armor.
So if the number ever hits 100%, you aren't really invincible. Your armor still loses attrition and you'll take very minor damage.
In regards to your question dew - your defense rating is 80% ((3% x 10) + (6% x 5) + 20%) = 80%
Edited 2 minutes later by HomeRnDrby1.
Reason: Forgot to answer question....
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With all due respect... that's what you think derby - unfortunately after actual testing - I can in fact, tell you that the "actual" damage resistance is no where near the numbers you are claiming. Either there is an error in the programming or there is an error in the numbers of resistance these perks are claiming.
Just for kicks - i literally sat still to ensure a 100% damage resistance as a reference point - how do you explain getting hit by a level 12 for up to 40 damage? (non-crit!) Yes, I know the max is 90% - but i must say again, 10% of 400 damage is 40 is it not? If I may say so, I think the damage resistance caps around 60% mark as far as I've seen... even though the numbers tell us otherwise.
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If you can send me some video proof of some bad calculations perhaps, we can get down to some technical aspects. I do have FRAPS myself, so I'll try to rig something up.
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Damage resistance is floating number actually, and the higher it is, the more floating ti becomes. Therefore there is always chance that less than actual number of damage would be neglected.
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If you have any unused AP after the end of your turn, this perk will increase your armor temporarily by 6% but decrease your poison resistance by
same amount per unused AP until next turn so, description of perc actualy wrong? where we can seen range of floating?
in description we can sea clear math: each 1ap=6%. plus base resists of an armor and percs. any words about "floating". and what about turtle? same?
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Floating is not damage resistance perk, but damage resistance in general (including armor). It was made to prevent invincible builds so there is always change to hit player, even if he has 200% or damage resistance/armor.
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does it mean that percs of health give more advantage than resists?
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It depends on various factors.
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as usually it was an irrefragable answer.. thanks a lot.
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does it mean that percs of health give more advantage than resists? Is strong back better than stun resistance? Does Insightful give more advantage than doctor?
Its part of the game to figure these things out. But I agree the perks could have more accurate descriptions.
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But I agree the perks could have more accurate descriptions. Perk descriptions are quite accurate, it's game mechanics where all magic is hidden.
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does it "magic" of floating numbers in formulas working for armors resist stats? or only for resists percs?
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It works for damage resistance in general, not tied to perks or armors. Total damage resistance of given unit is calculated with some variations that allows it to take some damage and prevents it from being invincible.
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i think that limit of 90% was this prevent.. but how it really looks? may be sometime i have die from headshot by one shot of Makarov having 375HP and 90% resist? "hidden magic" can do this? ☺
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Experiment and try to find out by yourself 😉
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Perk descriptions are quite accurate, it's game mechanics where all magic is hidden. Well players are always intrested to know how the rules of a game work ☺
And about perk descriptions being accurate/inaccurate:
"Critical Hit Chance: +1%"
-I just want to make sure it does mean one percent unit, not or one percent, right? And what is the total chance of critical?
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I love a good mystery in these kinds of games! Especially when we call it the "magic of game mechanics". However, I will say that I was greatly misled when discussing this subject earlier on the forums with other moderators (who didn't seem to know about this subject either) and after reading the perk descriptions. After learning this vital information, I will have to consider re-skilling all 3 of my units ☹
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-I just want to make sure it does mean one percent unit, not or one percent, right? And what is the total chance of critical? In response to that. The magic of game mechanics has struck again! The critical chances are different for each weapon type, no doubt. Berserker would say... test them out to find out what the chances are! I've had to make mental notes of which weapons tend to hit more crits...
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