Jump to content
FORUMS
Sign in to follow this  
Szensa

DamRed on Stance, Armor etc... how does it work?

Recommended Posts

Hi,

 

I'm wondering how all of this works. In what order, how do they 'scale' (additionally or multiplicatively)?

 

So... lets say my Stance has 25% Damage Reduction, and my armor soaks another 30% of the incoming physical damage, and the boss hits for 1m physical.

 

Examples

 

In case of addition (seems very unlikely):

Unmitigated damage: 1.000.000
Armor+Stance=55% reduction, so I take 450.000 damage as physical.

 

Multiplicatively:

Unmitigated damage: 1.000.000
Armor soaks 30%: 1.000.000*0.7=700.000

Stance soaks 25%: 700.000*0.75=525.000 damage as physical.

 

Aand, additional question to Brewmasters: How does Stagger work with all of this? Multiplicative after Armor and Stance, or before them? So, lets say I have 50% Stagger rate from Stance, Shuffle and Mastery.

 

Before mitigation:

Unmitigated damage: 1.000.000
Stagger cuts it in half: 500.000 and 50k DOT,

Mitigation blah blah

 

After mitigation:
Unmitigatad damage: 1.000.000
Additionally/multiplicatively soaked damage: 450.000/525.000
Stagger kicks in: 225.000/262.500 damage as physical and DOTz

 

I hope someone can help me out, I'm really interested in this. smile.png

Thanks everyone! smile.png

 

Adam

Edited by Szensa

Share this post


Link to post
Share on other sites

Hi Szensa,

 

From what information i can gather stagger comes into effect after damage mitigation.

 

E.G.

1,000,000 damage

500k mitigated by dodge/parry/block

500k hit is then reduced by reductions/mitigation to for arguments sake 300k

Whatever is left is then staggered.

with shuffle and mastery % u then stagger the remaining 300k damage .

 

It gets a bit tricky in how it gets calculated with other cd's (pain supp etc) but ill do my best interpretation.

The damage is applied in stages,

1. Dodge/parry/block etc is applied

2. the remaining damage is then altered by cd %

3. whatever is left at the end is staggered

 

here is a link to the best explanation i could find after 10 second of googling :P

 

http://us.battle.net/wow/en/forum/topic/1869253719

 

So i guess you could say its addition of ratings, then multiplication of reductions, then stagger.

 

I have had a few quiet beverages so i apologise  if im rambling and making no sense XD

Share this post


Link to post
Share on other sites

Hi Szensa,

 

From what information i can gather stagger comes into effect after damage mitigation.

 

E.G.

1,000,000 damage

500k mitigated by dodge/parry/block

500k hit is then reduced by reductions/mitigation to for arguments sake 300k

Whatever is left is then staggered.

with shuffle and mastery % u then stagger the remaining 300k damage .

 

It gets a bit tricky in how it gets calculated with other cd's (pain supp etc) but ill do my best interpretation.

The damage is applied in stages,

1. Dodge/parry/block etc is applied

2. the remaining damage is then altered by cd %

3. whatever is left at the end is staggered

 

here is a link to the best explanation i could find after 10 second of googling tongue.png

 

http://us.battle.net/wow/en/forum/topic/1869253719

 

So i guess you could say its addition of ratings, then multiplication of reductions, then stagger.

 

I have had a few quiet beverages so i apologise  if im rambling and making no sense XD

Thanks! biggrin.png

 

I'll read that thread after lunch and ask if I have any questions... ;D

Edit: Well, thats still only about Avoidance, but not bad. ;D

 

Pls gief booze

Edited by Szensa

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Valhalen
      In the Deckard Cain Meta Tier List made by @Oxygen, @MagikMurlok asked if someone could compile a list of Heroes that have strong self-sustain that can be viable in matches that features no Supports. I decided to help.
      I ended making a list of all non-Healer Heroes that have any form of self-healing. Took me around 6 hours to compile every single nook and cranny (with all the revisions and edits), so here it is! I hope this help. Any feedback is welcome.
      I've also included a suggested build for each character to use in the event that there is no Healer in the team, aimed at maximizing survivability.
      Special thanks to @ExorionAether for the help with talents and Heroes I missed, forgot or did not include originally for other reasons.
      Heroes are organized in alphabetical order. Press the "reveal hidden content" button to reveal the lists.
       
      MELEE ASSASSINS
      RANGED ASSASSINS
      BRUISERS
      TANKS
      SUPPORTS
      TOP 10 BEST PUBSTOMPERS WITHOUT HEALER AID
      Fenix: as long his Shield doesn't drop completely, he has one of the most powerful lane presences in the game, essentially having two healthbars. And if losing his Shields he can simply retreat and let them replenish again. Just be careful with hard engages, stuns and damage-over-time (as each tick will put Shield Capacitor on cooldown). Malthael: ridiculous sustain that allows him to 1v2 or even 1v3 under the right circumstances. Make sure to hit as many opponents as possible with Basic Attacks to maximize his sustain. Dehaka: incredibly sticky and slippery, with a global presence that allows him to engage and disengage at ease. His trait combined with Adaptation makes him really hard to kill. Blaze: powerful lane presence and one of the best self-sustains in the entire game. Diablo: his recent rework made him absurdly resilient, with a self-sustain that can surpass Blaze's under the right circumstances. Sonya: still one of the strongest solo laners in the game, with reliable self-sustain, great damage overall, and strong engage potential. The Butcher: with a high risk, high reward gameplay style, he can become unkillable, but requires a really strong frontline to keep him well protected, as well at least one backline Hero that can harass enemies at long range. Medivh: with a very versatile kit, he can provide damage, mobility, vision, crowd-control and most importantly, damage immunity and healing. ANY team without a Healer greatly benefits from Medivh. Thrall: very strong on really long matches, as his most powerful quest talents require a lot of farming. At the endgame he deal eye-watering damage while healing for huge chunks of health. Illidan: with his passive healing, he is a no-brainer. He can easily harass the backline and disengage, forcing the enemy team to waste cooldowns and allow the allied team to retaliate. THE TOP 5 BEST SELF-SUSTAIN TEAM COMBINATIONS
      Stitches, Sonya, Kel'Thuzad, Kael'thas, Medivh. Garrosh, Stitches, The Butcher, Kel'Thuzad, Medivh. ETC, Blaze, Fenix, Kel'Thuzad, Medivh. Johanna, Cassia, Raynor, Fenix, Medivh. Johanna, Blaze, Sgt. Hammer, Li-Ming, Medivh.
    • By Javalvik
      <Exo> is an old guild from Dragonblight which transferred to Stormrage in search of mythic raiders. We are a guild full of experienced raiders always looking to expand our roster. 
      We are not a world first guild nor do we aim to be. Our primary goal is to get loot and have a good time, however this still means on progression nights we do expect you to show up, put on your serious face, and kill some *filtered*.
      Our raids are on 3 nights a week; Monday, Tuesday, and Wednesday from 9pm-12 Server Time (EST). The Monday raids are optional farm/alt nights (Normal/Heroic) with Tuesday/Wednesday being mandatory progression nights.
      Currently we are accepting applications for any role, off specs are always a welcome addition but not required. Performance and skill will be looked at above gear, experience, or class.
      We do not have a minimum item level required to join our raid team, however we will require you to catch up in our Monday farm-runs up until you are at a mythic level.
      If you have any questions or are interested in joining or trialing with us please add Pasha#1800, Java#1849 or Bushido#1988 on bnet to talk with an officer.
    • By Daddycat8
      Where do I find the best set ups for characters on Diablo 3?
       
    • By Rheshi
      Currently in need of a non-druid TANK and RANGED DPS, ilvl 340+ for heroic/mythic progression. 
      Latest recruitment updates always posted here WoW Progress (however, exceptional players outside of our specific needs will always be considered). Casual players welcome as well!
      Progression Raid Schedule: Tuesday, Thursday, Sunday. 7:30PM-10:30PM Eastern (server time). Casual members welcome!
      Contact: GM - Rheshi#1686 (discord & realid), Officers - ArcaneSyntax#11616, Theeos#1868, or Dennang#1899
    • By lChronosl
      Do we have any official statement on whether physical armor reduces non heroic damage, such as minions, mercs, monsters and structures? I tested it on the trial grounds, but since non-heroic damage numbers won't show up when the player character is hit, I was unsure. It seems to me it does, but can anyone confirm this, or link some resource?
×
×
  • Create New...