Game math is easier to understand if people can do it mentally, without a calculator spitting out an answer that is less a number, and more some unknowable arcane rune.I've never understood the obsession with using numbers divisible by 10.
I've never understood the obsession with using numbers divisible by 10.
Armor where 10% mitigation is approximately 6600, but not really because IIRC the armor formula is a capped curve and not linear.
TX12001rwb17_ESO wrote: »While they are at it remove a 0 from everything like it used to be, instead of 30,000 have 3,000.
This is another thing I can also vouch for being confusing / a turn off for some new players. When my brother started playing the game he was so confused why he was like level 5 yet had over 20,000 health and his weapons dealt thousands of damage.
This is another thing I can also vouch for being confusing / a turn off for some new players. When my brother started playing the game he was so confused why he was like level 5 yet had over 20,000 health and his weapons dealt thousands of damage.
That's a different thing. ESO doesn't have different levels in different zones, so sub level 50s are scaled up to be Level 50 CP160. There's a power dip at Level 50 as the "boosting" is taken away and the player has to rely on their own gear and CPs.
This is another thing I can also vouch for being confusing / a turn off for some new players. When my brother started playing the game he was so confused why he was like level 5 yet had over 20,000 health and his weapons dealt thousands of damage.
That's a different thing. ESO doesn't have different levels in different zones, so sub level 50s are scaled up to be Level 50 CP160. There's a power dip at Level 50 as the "boosting" is taken away and the player has to rely on their own gear and CPs.
Well, yes and no. Even taking into account the scaling, it feels less weird to start with 2,000 health and deal hundreds of damage than with 20,000 health and deal thousands of damage.
But you can't start with 2,000 health. At level 5 you aren't fighting level 5 mobs, you are fighting level 50 160CP mobs.
Common misconception, convert to Effective Hit Points to see what is really going on. For example, 99% DR is a whole 10x order of magnitude stronger than 90% DR, not a mere 9%.Damage mitigation is multiplactive, and so has diminishing returns


Common misconception, convert to Effective Hit Points to see what is really going on. For example, 99% DR is a whole 10x order of magnitude stronger than 90% DR, not a mere 9%.Damage mitigation is multiplactive, and so has diminishing returns
EHP = HP / (1-DR) which becomes EHP = HP / (1-(Armor/66000))
Above, the scale on the left is the added % EHP multiplier from Armor. IIRC DR = Armor/66000 is an approximation, no idea if this is what is coded, other games like Warframe use a forumla that results in a linear Armor vs DR relationship. You can see that you have double (+100%) your original EHP at 33k armor, which is effectively the same TTK as from halving incoming damage.
Below is a graph of the relationship between your damage buff from 15k Pen, and enemy Armor values that affect it (input different Pen values and get a different curve).
The inflection points are where the enemy is no longer being fully penetrated, and where you run into the Armor cap. If you fight an enemy above the Armor cap, some of your Pen is being completely negated, because reducing 40k Armor to 33k Armor doesn't actually change their DR. Anyway tl;dr this is why stacked Armor or stacked Pen are so strong in PvP.
Common misconception, convert to Effective Hit Points to see what is really going on. For example, 99% DR is a whole 10x order of magnitude stronger than 90% DR, not a mere 9%.Damage mitigation is multiplactive, and so has diminishing returns
EHP = HP / (1-DR) which becomes EHP = HP / (1-(Armor/66000))
Above, the scale on the left is the added % EHP multiplier from Armor. IIRC DR = Armor/66000 is an approximation, no idea if this is what is coded, other games like Warframe use a forumla that results in a linear Armor vs DR relationship. You can see that you have double (+100%) your original EHP at 33k armor, which is effectively the same TTK as from halving incoming damage.
Below is a graph of the relationship between your damage buff from 15k Pen, and enemy Armor values that affect it (input different Pen values and get a different curve).
The inflection points are where the enemy is no longer being fully penetrated, and where you run into the Armor cap. If you fight an enemy above the Armor cap, some of your Pen is being completely negated, because reducing 40k Armor to 33k Armor doesn't actually change their DR. Anyway tl;dr this is why stacked Armor or stacked Pen are so strong in PvP.
Please stop here. Multiplicative DR works like this:Lets say you have two scenarios. 33k and 50% mitigation, and 26.4k and 40% mitigation. Add Minor Protection (5%).
Correct.I have no idea what the heck is being said in this. I think this just supports OPs point
Please stop here. Multiplicative DR works like this:Lets say you have two scenarios. 33k and 50% mitigation, and 26.4k and 40% mitigation. Add Minor Protection (5%).
EHP = (HP / (1-DR1)) * ((HP / (1-DR2)) * (HP / (1-DR3))...
So for your example of 26k armor and Minor Protection:
EHP = (HP / (1-0.4)) * (HP / (1-0.05))
So your Armor multiplies your EHP by a factor of 1.66, then your Protection multiples that resulit by a factor of 1.05, meaning your final EHP is 1.75x your base HP. Notice that the increase in EHP factor was 0.09 not 0.05 so it is clearly NOT diminishing returns.Correct.I have no idea what the heck is being said in this. I think this just supports OPs point
Yes stacking Protection is worth it, though it depends on how efficient the source is. Ideally I'd think you'd want to get the named buffs from a group source, and prioritize active tactical defenses like shields on your bar (this is how I've always played tank in 4p Vet content).Does this mean it's still worth me trying to get major and minor protection and other percentage negations even at 33k armor for PvE? Or would that bar space be better put into damage shields and other abilities?
Please stop here. Multiplicative DR works like this:Lets say you have two scenarios. 33k and 50% mitigation, and 26.4k and 40% mitigation. Add Minor Protection (5%).
EHP = (HP / (1-DR1)) * (HP / (1-DR2)) * (HP / (1-DR3))...
So for your example of 26k armor and Minor Protection:
EHP = (HP / (1-0.4)) * (HP / (1-0.05))
So your Armor multiplies your EHP by a factor of 1.66, then your Protection multiples that resulit by a factor of 1.05, meaning your final EHP is 1.75x your base HP. Notice that the increase in EHP factor was 0.09 not 0.05 so it is clearly NOT diminishing returns.Correct.I have no idea what the heck is being said in this. I think this just supports OPs point
Please stop here. Multiplicative DR works like this:Lets say you have two scenarios. 33k and 50% mitigation, and 26.4k and 40% mitigation. Add Minor Protection (5%).
EHP = (HP / (1-DR1)) * ((HP / (1-DR2)) * (HP / (1-DR3))...
So for your example of 26k armor and Minor Protection:
EHP = (HP / (1-0.4)) * (HP / (1-0.05))
So your Armor multiplies your EHP by a factor of 1.66, then your Protection multiples that resulit by a factor of 1.05, meaning your final EHP is 1.75x your base HP. Notice that the increase in EHP factor was 0.09 not 0.05 so it is clearly NOT diminishing returns.Correct.I have no idea what the heck is being said in this. I think this just supports OPs point
Does this mean it's still worth me trying to get major and minor protection and other percentage negations even at 33k armor for PvE? Or would that bar space be better put into damage shields and other abilities?
I've also heard that damage-shield depletion is not affected at all by mitigation, correct?
You are mathematically wrong. Do not spread further misinformation.Effective Hit Points are irrelevent outside of a spreadsheet.