@Reorx_Holybeard
All vulnerabilities are additive with each other—and this summated modifier is then applied multiplicatively to incoming damage. This is intended and always worked that way, so that's another story.
Vulnerability = Vulnerability1 + Vulnerability2 + ... DamageTaken = DT1 * DT2 * DT3 *... Mitigation = Resist * (DamageTaken + Vulnerability) * Block * Player * ....
So this is really weird.
After relogging due to a disconnect, I went to test against the same NPC under the same conditions, and now I was getting full mitigation against all their attack types. Wrathstone seems to have messed-up damage calculation in some very fundamental way and I don't know where to begin elucidating how...
starkerealm wrote: »So this is really weird.
After relogging due to a disconnect, I went to test against the same NPC under the same conditions, and now I was getting full mitigation against all their attack types. Wrathstone seems to have messed-up damage calculation in some very fundamental way and I don't know where to begin elucidating how...
I'm going to throw a guess out there: Some buffs are persisting after you've removed them from your build (however you had them to begin with), which is then lost on a relog.
So this is really weird.
After relogging due to a disconnect, I went to test against the same NPC under the same conditions, and now I was getting full mitigation against all their attack types. Wrathstone seems to have messed-up damage calculation in some very fundamental way and I don't know where to begin elucidating how...
Reorx_Holybeard wrote: »So this is really weird.
After relogging due to a disconnect, I went to test against the same NPC under the same conditions, and now I was getting full mitigation against all their attack types. Wrathstone seems to have messed-up damage calculation in some very fundamental way and I don't know where to begin elucidating how...
Might be the same thing I observed with mitigation effects depending on the order you add/remove them until you log out/in. My guess is the game has 2 different types of calculation for mitigation:
- Complete recalculation (happens at login and perhaps other times)
- A difference recalculation whenever you add or remove a mitigation effect.
In theory these should be identical but with rounding and/or bugs it seems that they are not.
starkerealm wrote: »So this is really weird.
After relogging due to a disconnect, I went to test against the same NPC under the same conditions, and now I was getting full mitigation against all their attack types. Wrathstone seems to have messed-up damage calculation in some very fundamental way and I don't know where to begin elucidating how...
I'm going to throw a guess out there: Some buffs are persisting after you've removed them from your build (however you had them to begin with), which is then lost on a relog.
Hmm... that's very possible. Raises some scary possibilities, like if it also applied to debuffs. Or going into PvP with PvE set buffs despite changing gear.
Okay I finally figured it out, it was the exact issue of vulnerability mis-factoring that you described. It just occurred to me that I was testing against a fire NPC (Flame Atro) as a stage 3 vamp. So here is more testing, naked, using it's basic attack "Flare".
Stage 1 (no vulnerability) - 777 damage
Stage 1 + Minor Protection - 715 damage (777*0.92, rounded-up)
Stage 3 (20% vulnerability) - 933 damage (777*1.2, rounded-up)
Everything looks good so far, until you include minor protection (8% mitigation) as a stage 3 vamp:
870 damage
You would expect a result of 933*0.92 = 859 rounded-up, because vulnerabilities and %-mitigation are supposed to interact multiplicatively, but you only get 870 is it gets calculated as 777*(0.92+0.2), indicating an additive operation.
starkerealm wrote: »@starkerealm naked as far as the mechanic is question was concerned, yes.
@TheYKcid, so you're still wearing armor?
Now that I think about it, is the Dragonguard + Powerstone interaction even an anomaly?
0.85*0.85 = 0.7225, rounded up to .73 which is exactly a 27% cost reduction.
This is assuming the rule for ult cost reduction is typically multiplicative, though IDK if that's the case for ult cost redux specifically.
Marshall1289 wrote: »Now that I think about it, is the Dragonguard + Powerstone interaction even an anomaly?
0.85*0.85 = 0.7225, rounded up to .73 which is exactly a 27% cost reduction.
This is assuming the rule for ult cost reduction is typically multiplicative, though IDK if that's the case for ult cost redux specifically.
Similar thing happens with Redguard's -8% cost on weapon ultimates with sorc's powerstone -15%, never checked how that interacts with other sources of ult cost reduction.
It should be 1 of 2 outcomes, but it isn't.
Additive
0.8 + 0.15 = 0.23
1 - 0.23 = 0.77
Ballista 175 ult * 0.77 = 134.75
Multiplicative
0.92 * 0.85 = 0.782
Ballista 175 ult * 0.782 = 136.85
So tell me how the ult cost of Ballista comes out to 139?
Tested with both Ferocious Leap (vs. vamp) & Incap vs another player. The vulnerability was treated as additive in both cases, and was doing far more damage than it should. I'm guessing ZOS did a ninja revamp of the damage equation, and this is the norm now in Wrathstone, even with just 1 vulnerability effect and no stacking.
Prior to this update it was most definitely multiplicative (tested Incap extensively last patch).
Still haven't tried to replicate Reorx's order-of-application bug that turns it multiplicative, though, that's a whole other issue.