I watched your video on the Lunar Bastion set, and I think you're looking at things the wrong way regarding damage reduction. Assuming someone has 30K hit points.
If they have no mitigation and no DR, their effective hit points = 30,000
if they have no mitigation and 5% DR, their effective hit points = 31,579
DR gives you 1,579 effective hits
If they have 50% mitigation and no DR, their effective hit points = 60,000
if they have no mitigation and 5% DR, their effective hit points = 63158
DR gives you 3,158 effective hits
Bottom line is that damage reduction does scale with mitigation.
Thanks for your work!
I watched your video on the Lunar Bastion set, and I think you're looking at things the wrong way regarding damage reduction. Assuming someone has 30K hit points.
If they have no mitigation and no DR, their effective hit points = 30,000
if they have no mitigation and 5% DR, their effective hit points = 31,579
DR gives you 1,579 effective hits
If they have 50% mitigation and no DR, their effective hit points = 60,000
if they have no mitigation and 5% DR, their effective hit points = 63158
DR gives you 3,158 effective hits
Bottom line is that damage reduction does scale with mitigation.
Thanks for your work!
You are applying the numbers on top of each other, which is not what happens. Each type of damage reduction gets subtracted in percentages, one by one. And after each subtract the leftovers are taken as a base value. Meaning the value of a 'percent' diminishes over the course of the equation. It's an exponential decrease.
paulsimonps wrote: »
You are applying the numbers on top of each other, which is not what happens. Each type of damage reduction gets subtracted in percentages, one by one. And after each subtract the leftovers are taken as a base value. Meaning the value of a 'percent' diminishes over the course of the equation. It's an exponential decrease.
I am applying the reductions sequentially, as I understand the game does. To make sure we agree on how I applied the numbers (and also to confirm I made no mistake) here they are:
No mitigation, 5% DR: damage taken = 30,000 / (1.0 - 0.05)
50% mitigation, 0% DR: damage taken = 30,000 / (1.0 - 0.50)
50% mitigation, 5% DR: damage taken = (30,000 / (1.0 - 0.50))/(1 - 0.05) (applied sequentially.)
There are two numbers that are the inverse of each other: the damage per hit and the number of hits it takes to kill you. Since they are inverses, the math will cause one to have diminishing returns, and the other to have increasing returns. You have focused on damage per hit, which is interesting, but not important. The number of hits it takes to kill you is the better measure. By that measure, DR has increasing returns with mitigation increase.
So now let’s say that the Nord receives 200 points of healing per second from various sources with everything else being the same.
Hits: 30000
Monster Damage: 500
Hit after armor: 500
Damage saved by Racial: 0
Hit After Racial: 500
Healing: 200
Net Damage: 300
Time to death: 100
Hits: 30000
Monster Damage: 500
Hit after armor: 500
Damage saved by Racial: 30
Hit After Racial: 470
Healing: 200
Net Damage: 270
Time to death: 111.1
Hits: 30000
Monster Damage: 500
Hit after armor: 250
Damage saved by Racial: 0
Hit After Racial: 250
Healing: 200
Net Damage: 50
Time to death: 600
Hits: 30000
Monster Damage: 500
Hit after armor: 250
Damage saved by Racial: 15
Hit After Racial: 235
Healing: 200
Net Damage: 35
Time to death: 857.1
Mow we have the case where the damage prevented by the racial drops from 30 to 15 when armor is added. However, the racial adds 11.1 seconds to the tank's lifespan without armor, but 257.1 seconds to the tank's lifespan with armor. I don't think anyone will ague that the racial has become less effective in this case.
Bottom line: As you add armor and healing, the effect of a 6% reduction in damage becomes more and more significant.