@muh First of all, lets concentrate on the case were you use this skill purely for the 15% damage mitigation bonus. You can add as much extra mitigations in my example as you want, the outcome will be the same. Equal damage values in both case 2 and 3 but different numbers in case of the 'total mitigation'.
Your math is not wrong per se, but you are taking the wrong conclusions from it. The problem is that you are always comparing it to this 'baseline' you calculate. I'm telling you this baseline shouldn't matter to you. Why should I care how much damage a player would deal to a naked target without any CP and buffs. It doesn't make sense to make comparisons with that case. What's important is how much will I mitigate when I add this skill to my bar compared to how much damage I receive without it. And that's exactly 15%. Heck, the fact that you don't take battlespirit into the equation is pure arbitrariness.
And about the mitigation = extra health and healing received. Please calculate some example scenarios were you add 15% damage mitigation in one case and 17.647% extra health and healing received in another. You can add as many other damage reduction and healing received buffs as you like. Apart from adding oblivion damage, both cases should always end at the same relative amount of health.
General example from me: a player with max health 'm' starts at full health and gets damage by a player with constant dps 'd'. The targeted player already has 2 forms of mitigation (r1 and r2) and 2 boosts to his healing received (b1 and b2). He will heal himself with a constant stream of heals 'h'. How much time 't' will it take until the player dies?
Case 1) added damage mitigation 'r3': [ m / (d * r1 * r2 * r3 - h * b1 * b2) = t ]
Case 2) added health bonus and healing received 'b3': [ m *b3 / (d * r1 * r2 - h * b1 * b2 * b3) = t ]
Question: how large must the health and healing received bonus be to be equal to the added damage mitigation?
--> [ m / (d * r1 * r2 * r3 - h * b1 * b2) = m *b3 / (d * r1 * r2 - h * b1 * b2 * b3) ]
--> [ d * r1 * r2 - h * b1 * b2 * b3 = b3 * (d * r1 * r2 * r3 - h * b1 * b2) ]
--> [ d * r1 * r2 - h * b1 * b2 * b3 = b3 * d * r1 * r2 * r3 - b3 * h * b1 * b2 ]
--> [ d * r1 * r2 = b3 * d * r1 * r2 * r3 ]
--> [ 1 = b3 * r3 ]
--> [ b3 = 1/r3 ]
Conclusion: If you insert a resistance bonus of r3 = 0.85 you will find, that a health and healing received bonus of 1 / 0.85 = 1.17647 is equal to that in practice. The other mitigation and healing received sources are irrelevant to the outcome of this calculation.
I haven’t had the need to do anything other than “basic” math for 2+ decades.
Do you mind providing a source for me too understand the type of math you’re providing & how to properly solve/understand it?
I really don't know what you want... Your interpretation of my OP is as biased if anything. Most of you attacking my interpretation get hung up on the initial use of "laughable", but ignore everything else.But ... I never said it's useless?Alright, I guess I am biased towards PvE. That said, I'm curious in which way I've been so obviously biased. What really rubs you the wrong way about the OP? So I maybe can avoid it in the future and look at it more objectively.The OP's beginning post is a perfect example of how human interpretation can still be biased from unbiased mathematical results.
The fact that you are calling it useless when its actually on par or better with other forms of mitigation which are considered great in PVP. Thats his point, while ur math do actually tell the truth, ur conclusion that its useless couldnt actually be further from the truth. PVP and PVE tanking are not the same thing.
You did say that the mitigation it gives its laughable no?
Which as far as I know is not a synonym for useless.
po-tay-to, po-tah-to. Im prety sure when someone says the dmg mitigation it gives is laughable and insignificant then he doesnt think that its actually good or even decent for that matter. I mean, you can keep playing with words but the only thing you are achieving is reinforcing the statement that ur analysis was biased
I've covered the mitigation you can expect from it when you're keeping it at 15%, as DD and tank for that matter.
I've gone ahead and covered the mitigation you can expect when you're using the proc as soon as it's available. Which is the mitigation I primarily meant when I wrote laughable.
I never actually said the change overall is bad, I never said I want something else, but for some reason that's what you read into it.
I also never made a comparison to any other defensive buff, that's once again your (generally speaking) interpretation.
So what the actual fluff do you want from me?
@HankTwo@muh First of all, lets concentrate on the case were you use this skill purely for the 15% damage mitigation bonus. You can add as much extra mitigations in my example as you want, the outcome will be the same. Equal damage values in both case 2 and 3 but different numbers in case of the 'total mitigation'.
Your math is not wrong per se, but you are taking the wrong conclusions from it. The problem is that you are always comparing it to this 'baseline' you calculate. I'm telling you this baseline shouldn't matter to you. Why should I care how much damage a player would deal to a naked target without any CP and buffs. It doesn't make sense to make comparisons with that case. What's important is how much will I mitigate when I add this skill to my bar compared to how much damage I receive without it. And that's exactly 15%. Heck, the fact that you don't take battlespirit into the equation is pure arbitrariness.
And about the mitigation = extra health and healing received. Please calculate some example scenarios were you add 15% damage mitigation in one case and 17.647% extra health and healing received in another. You can add as many other damage reduction and healing received buffs as you like. Apart from adding oblivion damage, both cases should always end at the same relative amount of health.
General example from me: a player with max health 'm' starts at full health and gets damage by a player with constant dps 'd'. The targeted player already has 2 forms of mitigation (r1 and r2) and 2 boosts to his healing received (b1 and b2). He will heal himself with a constant stream of heals 'h'. How much time 't' will it take until the player dies?
Case 1) added damage mitigation 'r3': [ m / (d * r1 * r2 * r3 - h * b1 * b2) = t ]
Case 2) added health bonus and healing received 'b3': [ m *b3 / (d * r1 * r2 - h * b1 * b2 * b3) = t ]
Question: how large must the health and healing received bonus be to be equal to the added damage mitigation?
--> [ m / (d * r1 * r2 * r3 - h * b1 * b2) = m *b3 / (d * r1 * r2 - h * b1 * b2 * b3) ]
--> [ d * r1 * r2 - h * b1 * b2 * b3 = b3 * (d * r1 * r2 * r3 - h * b1 * b2) ]
--> [ d * r1 * r2 - h * b1 * b2 * b3 = b3 * d * r1 * r2 * r3 - b3 * h * b1 * b2 ]
--> [ d * r1 * r2 = b3 * d * r1 * r2 * r3 ]
--> [ 1 = b3 * r3 ]
--> [ b3 = 1/r3 ]
Conclusion: If you insert a resistance bonus of r3 = 0.85 you will find, that a health and healing received bonus of 1 / 0.85 = 1.17647 is equal to that in practice. The other mitigation and healing received sources are irrelevant to the outcome of this calculation.
I haven’t had the need to do anything other than “basic” math for 2+ decades.
Do you mind providing a source for me too understand the type of math you’re providing & how to properly solve/understand it?
Sure, I can explain to you what I did there. The mathematical equations I provided are to show that in practice a damage mitigation bonus of X (example: X=0.85 or 15%) should behave almost equally to a bonus Y=1/X to your max health and healing received (in our example: Y=1/0.85=1.17647 or 17.647%).
Note, that there are 3 situations I can think of where this isn't true:
1) Oblivion damage, since it ignores resistances, health and healing received would be more useful
2) Skills that scale with your maximum health in one way or another
3) Damage shields, which are not affected by healing received, but get a benefit from additional mitigation
Lets look at the general equation: [ m / (d - h) = t ]
Imagine a player with no mitigation at all and m = 24k health. Another player will attack him with a constant stream of d = 12k damage per second. The targeted player on the other hand will heal himself for a constant h = 4k health per second. This means that the targeted player will lose [ d - h = 12k/s - 4k/s = 8k ] health per second. Since he has 24k health he will die after [ m / (h - d) = 24k / 8k/s = 3s ] three seconds.
Now, lets give our targeted player two mitigation and healing received bonuses as in my example: r1 = 0.7, r2 = 0.8, b1 = 1.1 and b2 = 1.2. He will now die after: [ 24k / (12k/s * 0.7 * 0.8 - 4k/s * 1.1 * 1.2) = 24k / 1.44k/s = 16.67s ] around 17 seconds.
Finally, lets look at the 2 cases I provided. In the first case the targeted player will get an additional 15% damage reduction r3 = 0.85 and in the second case a 17.647% bonus to his max health and healing received b3 = 1.17647.
1) [ 24k / (12k/s * 0.7 * 0.8 * 0.85 - 4k/s * 1.1 * 1.2) = 24k / 0.432k/s = 55.56s ]
2) [ 24k * 1.17647 / (12k/s * 0.7 * 0.8 - 4k/s * 1.1 * 1.2 * 1.17647) = 28.235k / 0.508k/s = 55.56s ]
As you can see, both cases lead to the exact same time needed for the targeted player to die.
Since I kept the equations in my earlier post general, I could show that in this case all other sources of damage mitigation and healing received, as well as the initial health, the dps of the attacking player and the hps of the targeted player could be reduced from the equation, which means that they don't matter to the outcome (and that makes sense if you think about it). This means that in this case added damage mitigation is indeed equal to added health and healing received. Apart from the 3 examples I mentioned earlier, this should always be the case. Keep in mind, that bonuses to health and healing received don't show diminishing returns. If mitigation on the other hand showed diminishing returns, why are they in practice equal to each other?
To put the final nail into the coffin of the 'mitigation gets worse the more you have' argument lets look at damage done buffs. Surely, no one would argue that they show diminishing returns and therefore get worse the more you have. How come then, though, that damage mitigation always beats damage done boosts no matter how many you add to an equation, even though mitigation 'gets worse' the more you add while damage done 'gets better' the more you add?
Example 1: attacking player has a 30%, a 20% a 15% damage done buffs, targeted player has a 30%, a 20% and a 15% mitigation buffs:
[ 1 * (1.3 * 1.2 * 1.15) * (0.7 * 0.8 * 0.85) = 0.854 ] --> targeted player only receives 85% of the damage he would receive if no damage done or mitigation buffs where present.
Example 2: attacking player has ten 30%, ten 20% and ten 15% damage done buffs, targeted player has ten 30%, ten 20% and ten 15% mitigation buffs:
[ 1 * (1.3^10 * 1.2^10 * 1.15^10) * (0.7^10 * 0.8^10 * 0.85^10) = 0.206 ] --> targeted player only receives 21% of the damage he would receive if no buffs where present.
Now, first of all this shows you that a 30% damage done buff is not equal to a 30% damage reduction buff. In truth, the damage done buff would need to be as large as 1 / 0.7 = 1.4286 --> 43% to be equal. However, even if you use this mathematically correct equivalent, then mitigation and damage done would just cancel each other perfectly out (which is obvious if you look at the equations).
This would mean, however, that a bonus that gets weaker the more you add perfectly cancels out a bonus that gets stronger the more you add, no matter how many of them you add to the scenario. This is a huge contradiction, and shows that this way of thinking about mitigation is flawed! The reason for this is that approaching zero on the defending side is just as powerful as approaching infinity on the attacking side. I hope this clears up the misconceptions about mitigation.
@muh I would like to hear what you think about this.
100 * 0.9 = 90 (100 - 10 ) 90 * 0.9 = 81 ( 90 - 9 ) 81 * 0.9 = 72.9 ( 81 - 8.1 ) 72.9 * 0.9 = 65.61 ( 72.9 - 7.29 ) 65.61 * 0.9 = 59.049 ( 65.61 - 6.561)Do you really want to tell me that 6.561 is the same as 10?
+[Minor Slayer] 100 * (1 + 5%) = 105 damage (relative 5 %, total 5%) +[Minor Berserk] 100 * (1 + 5% + 8%) = 113 damage (relative 7.6 %, total 13%) +[Major Slayer] 100 * (1 + 5% + 8% + 15%) = 128 damage (relative 13.27%, total 28%) +[Major Berserk] 100 * (1 + 5% + 8% + 15% + 25%) = 153 damage (relative 19.53%, total 53%)Compared to them being multiplicative (which they're not)
+[Minor Slayer] 100 * 1.05 = 105 damage (relative 5%, total 5 %) +[Minor Berserk] 105 * 1.08 = 113.4 damage (relative 8%, total 13.4 %) +[Major Slayer] 113.4 * 1.15 = 130.41 damage (relative 15%, total 30.41%) +[Major Berserk] 130.41 * 1.25 = 163 damage (relative 25%, total 63 %)Increases are usually additive to other increases of their type (Crit Damage to Crit Damage, Damage Done to Damage Done, Damage Taken to Damage Taken), which are multiplicative to each other.
It would make it worse actually. You couldn't stack light attacks for procs on your backbar unless you're running it on your backbar as well.I'd be fine with losing any buffs on Grim Focus if they just made it a slotted passive for the mini-game. That way we aren't wasting a GCD and resources up front for nothing and it would become a much less clunky skill to use and maintain. In essence it would become a burst version of crystal shards proc on Sorc.
I really don't know what you want... Your interpretation of my OP is as biased if anything. Most of you attacking my interpretation get hung up on the initial use of "laughable", but ignore everything else.But ... I never said it's useless?Alright, I guess I am biased towards PvE. That said, I'm curious in which way I've been so obviously biased. What really rubs you the wrong way about the OP? So I maybe can avoid it in the future and look at it more objectively.The OP's beginning post is a perfect example of how human interpretation can still be biased from unbiased mathematical results.
The fact that you are calling it useless when its actually on par or better with other forms of mitigation which are considered great in PVP. Thats his point, while ur math do actually tell the truth, ur conclusion that its useless couldnt actually be further from the truth. PVP and PVE tanking are not the same thing.
You did say that the mitigation it gives its laughable no?
Which as far as I know is not a synonym for useless.
po-tay-to, po-tah-to. Im prety sure when someone says the dmg mitigation it gives is laughable and insignificant then he doesnt think that its actually good or even decent for that matter. I mean, you can keep playing with words but the only thing you are achieving is reinforcing the statement that ur analysis was biased
I've covered the mitigation you can expect from it when you're keeping it at 15%, as DD and tank for that matter.
I've gone ahead and covered the mitigation you can expect when you're using the proc as soon as it's available. Which is the mitigation I primarily meant when I wrote laughable.
I never actually said the change overall is bad, I never said I want something else, but for some reason that's what you read into it.
I also never made a comparison to any other defensive buff, that's once again your (generally speaking) interpretation.
So what the actual fluff do you want from me?
I never said that you want something else although you did say that the change doesnt solve the issue and the mitigation it gives wont make it feel less awkward while at the same time you posed the question "what can Zos do to make it better" . All that can easily be interpreted ed by someone as you thinking the change is bad but whatever thats not even the point.
I also know that you never made a comparison to any other defensive buff, that is exactly the point people made when they called you biased. People brought up other sources of mitigation to show you that what you called laughable and insignificant is actually on par or better than other mitigation buffs which are generally considered to be very good buffs. You are the one that keeps getting hang up on words and fail to understand the point other people make.
There is no bias in my interpretation of what you said. I just called it exactly how you put it and i compared it to other sources of mitigation so you can understand why math doesnt always tell the full story. It seems like its your interpretation of what people tell you that is the issue here. No one wants anything from you. Its just criticism of ur post. Not a personal attack.
Well the thing is... That's not how "while slotted" bonuses work. You either have it slotted or not.It would make it worse actually. You couldn't stack light attacks for procs on your backbar unless you're running it on your backbar as well.I'd be fine with losing any buffs on Grim Focus if they just made it a slotted passive for the mini-game. That way we aren't wasting a GCD and resources up front for nothing and it would become a much less clunky skill to use and maintain. In essence it would become a burst version of crystal shards proc on Sorc.
Perhaps I should have made it clear that it should still work on your back bar as it does now on live when the buff is active otherwise yes it would be worse.
.So we can do all these kinds of calculations, but if they don't translate over into the game with sufficient accuracy, what really is the point?
Lets assume Crit Chance of 50%, let's assume Crit Damage of 50%First of all, there is an error in your outgoing damage calculation concerning the crit. Average damage should be:
X * ((1 - critchance) + critchance * (1 + sum(critmods))
But lets ignore crits, since they don't matter to this discussion anyway.
Just looking at the relative gain of an ability doesn't give you any idea how much it'll contribute to the mitigation of your build.I know fully well, what you mean from a mathematical standpoint when you talk about diminishing returns, I'm just telling you that the absolute values are not what matters so much, but the relative reduction, which always stays the same. If you're playing naked with no CP or buffs and get hit by an attack that deals 10k damage to you (not the tooltip of the attacker, I mean the actual damage you receive), then 15% extra mitigation would reduce the very same attack to just 8.5k damage. If you are, in contrast to the first scenario, in heavy armor while blocking with CP and major protection and get hit by an attack that would deal 10k damage to you, then the added 15% mitigation would also reduce it to just 8.5k damage. And again, speaking of first and last part of mitigation doesn't make much sense since its multiplicative and you can just switch the order around as you like.
Which once again makes me question if you actually know what diminishing returns mean. It doesn't have anything to do with the mathematical operations you perform. But how the result grows (granted, the operation you perform changes how you look at it). If you're getting less benefit when you're adding more and more of it, the gain is diminished.But again, just imagine for a moment that damage done (or received) would indeed behave multiplicative. I'm sure you wouldn't say that they show diminishing returns then (quite the contrary I believe).
[...]
Furthermore, if healing received would behave multiplicative, would say that stacking these buffs would show diminishing returns? I would also guess no, but in this scenario extra mitigation should indeed behave the same way as extra health and healing received (apart from the exceptions I posted earlier).
Because it's simple % math, isn't it?How come then, that mitigation (which apparently get worse the more you add) would cancel out damage done (which would get better the more you add), no matter how many sources of these buffs are present, as long as they are equal in numbers?
Lol... It's actually getting tiresome.
Your example isn't very fitting at all, but whatever.
I'll leave it at that, I'll not repeat myself more than I already have. If you don't even try to understand what I'm writing, what's the point of it?
Example A )
100 + 100 = 200, 100% gain
200 + 100 = 300, 50% gain
300 + 100 = 400, 33% gain
400 + 100 = 500, 25% gain
The change relative to the previous value is getting smaller and smaller => gains are diminished.
Example B )
100 * 0.5 = 50 (change of 50, or 50% "gain")
50 * 0.5 = 25 (change of 25, or 25% "gain")
25 * 0.5 = 12.5 (change of 12.5, or 12.5% "gain")
12.5 * 0.5 = 6.25 (change of 6.25, or 6.25% "gain")
The change relative to the absolute value is getting smaller and smaller => gains are diminished.
@muh At this point it feels a bit like a philosophical debate. What matters more, the relative or absolute reduction? However, I still think you haven't really gotten my point of view, so lemme try to explain it to you one last time.
So, first of all, you just change the way how you calculate the gain in your example A vs example B. Lemme show you what I mean:Example A )
100 + 100 = 200, 100% gain
200 + 100 = 300, 50% gain
300 + 100 = 400, 33% gain
400 + 100 = 500, 25% gain
The change relative to the previous value is getting smaller and smaller => gains are diminished.
Here, you calculated the 'gain' by comparing the result of an iteration with the start of the same iteration. That's the relative difference to the result of the previous step:
1) 200 / 100 = 1.0 --> 100% difference
2) 300 / 200 = 1.5 --> 50%
3) 400 / 300 = 1.33 --> 33%
4) 500 / 400 = 1.25 --> 25%Example B )
100 * 0.5 = 50 (change of 50, or 50% "gain")
50 * 0.5 = 25 (change of 25, or 25% "gain")
25 * 0.5 = 12.5 (change of 12.5, or 12.5% "gain")
12.5 * 0.5 = 6.25 (change of 6.25, or 6.25% "gain")
The change relative to the absolute value is getting smaller and smaller => gains are diminished.
Here, you are calculating the 'gain' by comparing the result of an iteration with the very start of the operation chain, what you call the 'baseline'. That's the relative difference to the baseline:
1) 50 / 100 = 0.5 --> 50% difference
2) 25 / 100= 0.25 --> 25%
3) 12.5 / 100 = 0.125 --> 12.5%
4) 6.25 / 100 = 0.0625 --> 6.25%
But why did you suddenly switch the way how to calculate the 'gain'? If you would have stuck to the way you calculated the 'gain' in example A, then your calculations would look like this (relative difference to the previous step):
1) 50 / 100 = 0.5 --> 50% difference
2) 25 / 50 = 0.5 --> 50%
3) 12.5 / 25 = 0.5 --> 50%
4) 6.25 / 12.5 = 0.5 --> 50%
Now, as far as I understand your whole argument is based on the absolute difference between the result of an iteration and the result of the previous step, as you did in comment #127. I fully understand why you think this leads to diminishing returns. However let me ask you this, what makes mitigation really useful? Surely it is the effect on your health. The more mitigation you have, the more useful your health the healing you receive becomes (as well as your damage shields). This is what most would call 'effective health'. Now, to calculate the 'effective health', we would need an 'effective health multiplier', which we could then apply to our max health or the healing a skill would provide, to estimate the usefulness of our health. To calculate this multiplier, one would need to divide 1 by the mitigation we have. Lets see how that would look:
First, lets look at the total mitigation. We'll do 5 iterations, and every step 10% extra mitigation will be added. This should provide us with numbers that we are already familiar with:
0) 1
1) 1 * 0.9 = 0.9 --> absolute difference to previous step: 0.1
2) 0.9 * 0.9 = 0.81 --> absolute difference to previous step: 0.09
3) 0.81 * 0.9 = 0.729 --> absolute difference to previous step: 0.081
4) 0.729 * 0.9 = 0.6561 --> absolute difference to previous step: 0.0729
5) 0.6561 * 0.9 = 0.59049 --> absolute difference to previous step: 0.06561
Now, from your point of view the calculations above clearly show a case of diminishing returns. However, lets look at the total 'effective health multiplier' now. I will also provide an example with 20k health for each step:
0) 1 / 1 = 1 --> effective health: 20k * 1 = 20k
1) 1 / 0.9 = 1.11111 --> absolute difference to previous step: 0.11111 effective health: 20k * 1.11111= 22.22k
2) 1/ 0.81 = 1.23457 --> absolute difference to previous step: 0.12346, effective health: 20k * 1.23457 = 24.69k
3) 1 / 0.729 = 1.37174 --> absolute difference to previous step: 0.13717, effective health: 20k * 1.37174 = 27.43k
4) 1 / 0.6561 = 1.52416 --> absolute difference to previous step: 0.15241, effective health: 20k * 1.52416 = 30.48k
5) 1/ 0.59049 = 1.69351 --> absolute difference to previous step: 0.16935, effective health: 20k * 1.69351 = 33.87k
As you can see, the effective health shows a behavior that is opposite to diminishing returns. The same is true if you calculate the time to kill a target. This means, that by your argumentation, the impact of an added 'effective health multiplier' is stronger, the more 'effective health multipliers' you already had. Since mitigation and effective health are directly related with each other, and can be calculated without further variables, this is a contradiction. In a sense, both 'effective health multipliers' and 'damage reduction multipliers' aka mitigations are equivalent to each other. You can view mitigation from both sides, and none is more true than the other from a mathematical standpoint. This leads me to believe that it doesn't make sense to speak of diminishing returns in case of mitigation. How can mitigation show diminishing returns, when effective health multipliers would show the exact opposite behavior? Further question, would you say that stacking simple max health (not effective health) multipliers show diminishing returns (forget about how they work ingame, at this point its a purely theoretical discussion anyway)?
@muh At this point it feels a bit like a philosophical debate. What matters more, the relative or absolute reduction? However, I still think you haven't really gotten my point of view, so lemme try to explain it to you one last time.
So, first of all, you just change the way how you calculate the gain in your example A vs example B. Lemme show you what I mean:Example A )
100 + 100 = 200, 100% gain
200 + 100 = 300, 50% gain
300 + 100 = 400, 33% gain
400 + 100 = 500, 25% gain
The change relative to the previous value is getting smaller and smaller => gains are diminished.
Here, you calculated the 'gain' by comparing the result of an iteration with the start of the same iteration. That's the relative difference to the result of the previous step:
1) 200 / 100 = 1.0 --> 100% difference
2) 300 / 200 = 1.5 --> 50%
3) 400 / 300 = 1.33 --> 33%
4) 500 / 400 = 1.25 --> 25%Example B )
100 * 0.5 = 50 (change of 50, or 50% "gain")
50 * 0.5 = 25 (change of 25, or 25% "gain")
25 * 0.5 = 12.5 (change of 12.5, or 12.5% "gain")
12.5 * 0.5 = 6.25 (change of 6.25, or 6.25% "gain")
The change relative to the absolute value is getting smaller and smaller => gains are diminished.
Here, you are calculating the 'gain' by comparing the result of an iteration with the very start of the operation chain, what you call the 'baseline'. That's the relative difference to the baseline:
1) 50 / 100 = 0.5 --> 50% difference
2) 25 / 100= 0.25 --> 25%
3) 12.5 / 100 = 0.125 --> 12.5%
4) 6.25 / 100 = 0.0625 --> 6.25%
But why did you suddenly switch the way how to calculate the 'gain'? If you would have stuck to the way you calculated the 'gain' in example A, then your calculations would look like this (relative difference to the previous step):
1) 50 / 100 = 0.5 --> 50% difference
2) 25 / 50 = 0.5 --> 50%
3) 12.5 / 25 = 0.5 --> 50%
4) 6.25 / 12.5 = 0.5 --> 50%
Now, as far as I understand your whole argument is based on the absolute difference between the result of an iteration and the result of the previous step, as you did in comment #127. I fully understand why you think this leads to diminishing returns. However let me ask you this, what makes mitigation really useful? Surely it is the effect on your health. The more mitigation you have, the more useful your health the healing you receive becomes (as well as your damage shields). This is what most would call 'effective health'. Now, to calculate the 'effective health', we would need an 'effective health multiplier', which we could then apply to our max health or the healing a skill would provide, to estimate the usefulness of our health. To calculate this multiplier, one would need to divide 1 by the mitigation we have. Lets see how that would look:
First, lets look at the total mitigation. We'll do 5 iterations, and every step 10% extra mitigation will be added. This should provide us with numbers that we are already familiar with:
0) 1
1) 1 * 0.9 = 0.9 --> absolute difference to previous step: 0.1
2) 0.9 * 0.9 = 0.81 --> absolute difference to previous step: 0.09
3) 0.81 * 0.9 = 0.729 --> absolute difference to previous step: 0.081
4) 0.729 * 0.9 = 0.6561 --> absolute difference to previous step: 0.0729
5) 0.6561 * 0.9 = 0.59049 --> absolute difference to previous step: 0.06561
Now, from your point of view the calculations above clearly show a case of diminishing returns. However, lets look at the total 'effective health multiplier' now. I will also provide an example with 20k health for each step:
0) 1 / 1 = 1 --> effective health: 20k * 1 = 20k
1) 1 / 0.9 = 1.11111 --> absolute difference to previous step: 0.11111 effective health: 20k * 1.11111= 22.22k
2) 1/ 0.81 = 1.23457 --> absolute difference to previous step: 0.12346, effective health: 20k * 1.23457 = 24.69k
3) 1 / 0.729 = 1.37174 --> absolute difference to previous step: 0.13717, effective health: 20k * 1.37174 = 27.43k
4) 1 / 0.6561 = 1.52416 --> absolute difference to previous step: 0.15241, effective health: 20k * 1.52416 = 30.48k
5) 1/ 0.59049 = 1.69351 --> absolute difference to previous step: 0.16935, effective health: 20k * 1.69351 = 33.87k
As you can see, the effective health shows a behavior that is opposite to diminishing returns. The same is true if you calculate the time to kill a target. This means, that by your argumentation, the impact of an added 'effective health multiplier' is stronger, the more 'effective health multipliers' you already had. Since mitigation and effective health are directly related with each other, and can be calculated without further variables, this is a contradiction. In a sense, both 'effective health multipliers' and 'damage reduction multipliers' aka mitigations are equivalent to each other. You can view mitigation from both sides, and none is more true than the other from a mathematical standpoint. This leads me to believe that it doesn't make sense to speak of diminishing returns in case of mitigation. How can mitigation show diminishing returns, when effective health multipliers would show the exact opposite behavior? Further question, would you say that stacking simple max health (not effective health) multipliers show diminishing returns (forget about how they work ingame, at this point its a purely theoretical discussion anyway)?
Nice summary. Basicly this argument has four types of opinions:
Those that understand the game’s mechanics and like the change
Those that don’t understand the game’s mechanics and don’t like the change
PvP gankers who wouldn’t benefit from the mitigation so don’t like the change, and prefer more damage for better ganking
PvE dps who aren’t happy with the change because self mitigation isn’t as important as damage.
By the way the only problem with looking at mitigation as more effective health is when you add healing. Once you add healing mitigation is actually better then more health, to directly compare mitigation and health you have to treat mitigation like a +healing modifier.... if you know what I mean.
Neither matters more or less than the other, different use cases to look at the same thing. That's what I've been writing all this time.@muh At this point it feels a bit like a philosophical debate. What matters more, the relative or absolute reduction?
Because additive operations have different growth patterns than multiplicative operations. That's why I wrote "the operation you perform changes how you look at it". And I don't know if you noticed, I wrote what I did in bold below each of those chains.So, first of all, you just change the way how you calculate the gain in your example A vs example B. Lemme show you what I mean:Example A )
100 + 100 = 200, 100% gain
200 + 100 = 300, 50% gain
300 + 100 = 400, 33% gain
400 + 100 = 500, 25% gain
The change relative to the previous value is getting smaller and smaller => gains are diminished.
Here, you calculated the 'gain' by comparing the result of an iteration with the start of the same iteration. That's the relative difference to the result of the previous step:
1) 200 / 100 = 1.0 --> 100% difference
2) 300 / 200 = 1.5 --> 50%
3) 400 / 300 = 1.33 --> 33%
4) 500 / 400 = 1.25 --> 25%Example B )
100 * 0.5 = 50 (change of 50, or 50% "gain")
50 * 0.5 = 25 (change of 25, or 25% "gain")
25 * 0.5 = 12.5 (change of 12.5, or 12.5% "gain")
12.5 * 0.5 = 6.25 (change of 6.25, or 6.25% "gain")
The change relative to the absolute value is getting smaller and smaller => gains are diminished.
Here, you are calculating the 'gain' by comparing the result of an iteration with the very start of the operation chain, what you call the 'baseline'. That's the relative difference to the baseline:
1) 50 / 100 = 0.5 --> 50% difference
2) 25 / 100= 0.25 --> 25%
3) 12.5 / 100 = 0.125 --> 12.5%
4) 6.25 / 100 = 0.0625 --> 6.25%
But why did you suddenly switch the way how to calculate the 'gain'? If you would have stuck to the way you calculated the 'gain' in example A, then your calculations would look like this (relative difference to the previous step):
1) 50 / 100 = 0.5 --> 50% difference
2) 25 / 50 = 0.5 --> 50%
3) 12.5 / 25 = 0.5 --> 50%
4) 6.25 / 12.5 = 0.5 --> 50%
Rebuttal is from a PvP perspective, as I've said it's a PvP-tilted change but can also apply to PvE."On average you get just 6% tooltip damage mitigation from it as a DD, which in reality gives about 3% actual mitigation."
Let's just look at your calculations, that you supplied us with:10,000 * 0.77 [Ironclad] * 0.88 [Hardy] * 0.75 [Resistance] = 508210,000 * 0.77 [Ironclad] * 0.88 [Hardy] * 0.75 [Resistance] * 0.85 [Grim Focus] = 4322
5082 damage from a 10k hit, 4322 with grim focus, right? Now if we divide the latter calculation by the former one, we find that the latter calculation is close to 85% of the 5082 damage we saw earlier. That's means the latter calculation had 760 less damage than the former. Everything is working just as it should be here; it's still 15% reduction.
You can't realistically base damage received calculations off "tooltip damage mitigation". To reiterate what I just did, by removing Grim Focus's new damage mitigation in a seperate calculation with the same CP and resists, the difference in a 10k base ability's received damage between your first calculation and your second calculation WITH grim focus will be decisively around 15%, with some very small diminishing returns. You are 100% right that, based on the tooltip, the TOTAL mitigation is much less, but you will NEVER realistically base your damage received off TOTAL mitigation.
Your tl;dr would lead people to believe that the damage received is far less than it advertises, which is not true. No damage reduction source is stacking additively off the raw tooltip because that would be fundamentally broken for the game.
Consider the fact this change is intended to mostly benefit nightblades in PVP. In pvp you will often hold assassin's bow for burst of course, so that means this mitigation bonus is going to be a game-changer. For PVE I can agree that the "average" damage received is kinda redundant, but it is obvious that this change was PvP-leaned.
Overall, the damage you receive should not be practically viewed through the perspective of the tooltip damage, but rather through what difference the damage received is before the buff is considered and afterwards. It just causes misinformation otherwise.
Well the initial quote you put up there is specifically looking at the case where you're using the proc as soon as it becomes available. Which is most likely not a PvP usecase already.
I'm well aware that the relative difference between those two equations comes down to be 15%. But at some point you have to ask yourself if the mitigation you gain in the broad picture is worth it to slot additional defense. You can't evaluate this if you're only looking at the relative 15% mitigation it provides. like BlackMadara wrote just a few post before this. If my mitigation already is high, do I really need to slot another 15% if it just reduces the damage I take by 1-2% overall?
You can't evaluate how much a defensive ability is worth in your current situation if all you're looking at is its tooltip. And that's what my OP is looking at.