Difference between revisions of "Def / Mdef"

From Project Einherjar
(Experimental Changes)
(Defense Reversal Addition)
(5 intermediate revisions by one other user not shown)
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* Remove Def cap of 99
 
* Remove Def cap of 99
 
* Damage Formula changed from (Damage * (100 - Def) / 100) -> Damage*100/(100+(Def*(Def/20+1)))
 
* Damage Formula changed from (Damage * (100 - Def) / 100) -> Damage*100/(100+(Def*(Def/20+1)))
* Blacksmith bonuses will be applied before the Refine % def
+
* Crafted bonuses will be applied before the Refine % def
* Refine Increases Gear Def by 1.4% Per safe refine and 2.4% for each refine after (max of 100)
+
* Refine Increases Gear Def by 1.4% Per safe refine and 2.4% for each refine after (Max 100%)
* Refine Reduces Incoming Damage by 0.28% per safe refine and 0.48% for each refine after (Max 20%)
+
* Refine Reduces Incoming Damage by 0.40% per safe refine and 0.90% for each refine after (Max 35%)
  
 
=== Mdef ===
 
=== Mdef ===
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* Damage Formula changed from (Damage * (100 - Mdef) / 100) -> Damage*100/(100+(Mdef*(Mdef/20+1)))
 
* Damage Formula changed from (Damage * (100 - Mdef) / 100) -> Damage*100/(100+(Mdef*(Mdef/20+1)))
 
* Ignoring Mdef now ignores Int Mdef
 
* Ignoring Mdef now ignores Int Mdef
 +
 +
=== Knock Down Effects ===
 +
* Buffs Def/Mdef below 80
 +
* Nerfs Def/Mdef above 80
 +
* Increase Value of damage reduction
 +
* Def/Mdef Ignoring skills are more powerful, ie Misc Skills
 +
* Def/Mdef Reduction is more Valuable, provoke etc
 +
* Crits are more valuable against targets with less then 80 def
 +
* Non Crit Attacks/Skills are slightly weaker (added Def/Mdef Ignore to Onslaught, Mystical and Ranged Mastery to compensate)
 +
 +
=== Defense Reversal ===
 +
* Defense reduced damage (RedDamage) = Damage * (100 / (100 + (HDef * (Hdef / 20 + 1)))
 +
* Vit based damage (VitDamage) = RedDamage * VitDef / 100
 +
* New formula: Final Damage = Damage - ((RedDamage - VitDamage) - Damage)
 +
* Example: Hdef = 50; VitDef = 30; Damage = 10000
 +
    RedDamage = 3636 = 10000 * (100 / (100 + (50 * (50 / 20 + 1)))
 +
    VitDamage = 1818 = 3636 * 50 / 100
 +
    Final Damage = 18182 = 10000 + 8182 = 10000 - (-8182) = 10000 - (1818-10000) = 10000 - ((3636 - 1818) - 10000)
 +
    Without Ice Pick = 3586
  
 
=== Graphs ===
 
=== Graphs ===
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<br>
 
<br>
 
[[File:Damage.png]]
 
[[File:Damage.png]]
 +
<br>
 
Damage Difference New Vs Old
 
Damage Difference New Vs Old
 
<br>
 
<br>
 
[[File:Differance.png]]
 
[[File:Differance.png]]
 +
<br>
 
Damage Reducution New Vs Old
 
Damage Reducution New Vs Old
 
<br>
 
<br>
 
[[File:Reduction.png]]
 
[[File:Reduction.png]]

Revision as of 17:37, 30 April 2020

Experimental Changes

These changes are Experimental and can be changes or event reverted at any given time.

Def

  • Remove Def cap of 99
  • Damage Formula changed from (Damage * (100 - Def) / 100) -> Damage*100/(100+(Def*(Def/20+1)))
  • Crafted bonuses will be applied before the Refine % def
  • Refine Increases Gear Def by 1.4% Per safe refine and 2.4% for each refine after (Max 100%)
  • Refine Reduces Incoming Damage by 0.40% per safe refine and 0.90% for each refine after (Max 35%)

Mdef

  • Remove Mdef cap of 99
  • Damage Formula changed from (Damage * (100 - Mdef) / 100) -> Damage*100/(100+(Mdef*(Mdef/20+1)))
  • Ignoring Mdef now ignores Int Mdef

Knock Down Effects

  • Buffs Def/Mdef below 80
  • Nerfs Def/Mdef above 80
  • Increase Value of damage reduction
  • Def/Mdef Ignoring skills are more powerful, ie Misc Skills
  • Def/Mdef Reduction is more Valuable, provoke etc
  • Crits are more valuable against targets with less then 80 def
  • Non Crit Attacks/Skills are slightly weaker (added Def/Mdef Ignore to Onslaught, Mystical and Ranged Mastery to compensate)

Defense Reversal

  • Defense reduced damage (RedDamage) = Damage * (100 / (100 + (HDef * (Hdef / 20 + 1)))
  • Vit based damage (VitDamage) = RedDamage * VitDef / 100
  • New formula: Final Damage = Damage - ((RedDamage - VitDamage) - Damage)
  • Example: Hdef = 50; VitDef = 30; Damage = 10000
   RedDamage = 3636 = 10000 * (100 / (100 + (50 * (50 / 20 + 1)))
   VitDamage = 1818 = 3636 * 50 / 100
   Final Damage = 18182 = 10000 + 8182 = 10000 - (-8182) = 10000 - (1818-10000) = 10000 - ((3636 - 1818) - 10000)
   Without Ice Pick = 3586

Graphs

Damage New Vs Old
Damage.png
Damage Difference New Vs Old
Differance.png
Damage Reducution New Vs Old
Reduction.png