Absorb comes afaik before mitigation by resists. Could be different here though.Dammy095 wrote: Mon Jun 11, 2018 2:22 pm after mitigation you do 1 damage to him, which goes into absorb , thats why its 0
Mitigation, soft caps, RvR boost, level differences, doing zero damage
Re: Mitigation, soft caps, RvR boost, level differences, doing zero damage
Dying is no option.
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Re: Mitigation, soft caps, RvR boost, level differences, doing zero damage
Avoidance is first. (Block, parry, dodge disrupt) if ability isn't avoided then damage is calculated, toughness reduces damage first. Absorbs come next.
Whatever is left gets mitigated by armor or resists
Whatever is left gets mitigated by armor or resists
Re: Mitigation, soft caps, RvR boost, level differences, doing zero damage
Wouldn't toughness have to act after armor/resists for this 97-99% mitigation to happen?Ramasee wrote: Mon Jun 11, 2018 3:53 pm Avoidance is first. (Block, parry, dodge disrupt) if ability isn't avoided then damage is calculated, toughness reduces damage first. Absorbs come next.
Whatever is left gets mitigated by armor or resists
(and, yes, intelligence was super low, didn't switch on rune of breaking, so probably some 200'ish)
Re: Mitigation, soft caps, RvR boost, level differences, doing zero damage
If toughness acted after % mitigation, it would be extraordinarily powerful.
(Random numbers to illustrate the point, like I said I don't have the real numbers for runepriest)
Lets say rune of fire has 199 base damage, an intelligence modifier of 0.3, you have 200 intelligence, your opponent has 1000 toughness.
Damage = base damage + (int modifier * (int - toughness))
To get pre mitigation value, assume toughness is zero. 199 + 200 * 0.3 = 259 (the value on your screenshot)
Now adding in the toughness we get:
199 + ((200 - 1000) * 0.3) = X
199 + (-800 * 0.3) = X
199 - 240 = -41 damage, but toughness cannot reduce damage below 1; so it becomes 1.
(Random numbers to illustrate the point, like I said I don't have the real numbers for runepriest)
Lets say rune of fire has 199 base damage, an intelligence modifier of 0.3, you have 200 intelligence, your opponent has 1000 toughness.
Damage = base damage + (int modifier * (int - toughness))
To get pre mitigation value, assume toughness is zero. 199 + 200 * 0.3 = 259 (the value on your screenshot)
Now adding in the toughness we get:
199 + ((200 - 1000) * 0.3) = X
199 + (-800 * 0.3) = X
199 - 240 = -41 damage, but toughness cannot reduce damage below 1; so it becomes 1.
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