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*Finished* some resistance calculations
Posted: Sat Oct 27, 2012 6:37 pm
by mdimarco
I'm going to try gathering some monster damage data to calculate resistances effect.
I will start with loredancers on my lvl 60 and lvl 125.
I will record firebolt damage with zero then 200 fire resist (carpet)
So if you want to gather some data also, report:
1. element used on you (pierce, crush, slash, fire, magic, ice, poison)
2. Average damage and standard deviation
3. amount of resist you have to that element
4. player level.
Thanks a bunch!
It is only a matter of time to our mastery of resistances

Re: Starting some resistance calculations
Posted: Sat Oct 27, 2012 6:45 pm
by pigman
wouldnt it work better in a pvp environment where you can control the variables?
Re: Starting some resistance calculations
Posted: Sat Oct 27, 2012 11:23 pm
by Fromen
Speculation comment
But seens on pvp the some damage is nefted , as some pacth notes seen the times effect and maybe damage is nefted to make pvp more even amoung class but this is speculation. Only admin can answer if they are fully attacks on pvp.
Re: Starting some resistance calculations
Posted: Sun Oct 28, 2012 2:05 am
by mdimarco
No reason to do pvp over monsters it is all pure statistics.
So...I gathered 500 data points and graphs are looking very nice

.
I'll post them when I find some time.
Some findings:
Charecter level doesn't effect how much damage mobs do to you.
Resistances reduce a percentage of incoming damage
All resistance types (preliminarily) work with exactly the same curve.
Percentage of damage reduced goes up in a logarithmic fashion, with around 1000 resistance reducing over 90% of the damage
100 resistance reduces about 30% of damage.
ect, ect.
Oh also the
standard deviation of damage numbers is 20% of the damage inflicted This is a constant!!! (scientists get really excited when they find a constant

)
this is probably indicitive that damage is set to "moderate randomness"
Re: Starting some resistance calculations
Posted: Sun Oct 28, 2012 1:20 pm
by Andren
Awesome! Thanks for doing all that hard work.
I'm looking forward to seeing the detailed analysis. This should help a lot on deciding how far to push wards for druids in hybrid builds.
Re: Starting some resistance calculations
Posted: Sun Oct 28, 2012 3:16 pm
by anglzfury
Mdimarco, where did you conduct your experiment? And what mob(s) did you let attack you?
Re: Starting some resistance calculations
Posted: Sun Oct 28, 2012 10:39 pm
by mdimarco
Here, I'll post the basics: I let each monster hit me 20 times and averaged the damage numbers. Then I repeated that again for the loredancers. So the lore dancers have 40 data points for each resist. I did that for each thing you see below.
My lvl 125 mage on lvl 63 lore dancers
Flaming orb only: 40 data points on each of these numbers
Fire resist:
No resist (163 damage and 0% reduction),
100 resist (110 damage and 33% reduction),
200 resist (81 damage and 50% reduction),
300 resist (67 damage and 59% reduction),
370 resist (61 damage and 62% reduction),
470 resist (46 damage and 72% reduction)
My lvl 60 ranger on lvl 63 loredancers:
Fire resist: 100 resist. (110 damage and 33% reduction)
Same average damage done to him as my lvl 125 mage so I concluded that level and class of the player doesn't effect damage dealt to you, only the resistance.
My lvl 125 mage on lvl 47 greatsword:
no armor (65 damage 0% reduction),
100 armor (36 damage 45% reduction)
My lvl 125 mage on lvl 56 shieldmaster:
no armor (106 damage 0% reduction),
100 armor (69 damage 35% reduction)
Damage from each of these melee charecters was not reduced by a set number, it was reduced by a percentage. This percentage was the same for the 3 star lore dancer as the 3 star shieldmaster. The 1 star greatsword percentage was slightly better, so mabye star's also plays into it. If not star, maby level of the monster plays into resistances effectiveness. Therefore resistance reduces a percentage of damage and not a set number. Also, Element doesn't matter; resistances reduce by the same percentage no matter what type of damage it is
Re: *Finished* some resistance calculations
Posted: Mon Oct 29, 2012 1:38 am
by KiyKiy
Marcus... you are an absolute treasure to the people of Celtic Heroes

Re: *Finished* some resistance calculations
Posted: Mon Oct 29, 2012 2:33 am
by Anexander
From a quick look at your numbers there is a big drop in resist effectiveness after 300 resist is reached. So, optimally ones gear should always try to have all resistances at 300 or more.
Food for thought now when choosing to use Heroic gloves, Speed boots and damage helms over quest armor pieces (warden, meteoric and frozen) that have resist bonuses on them.
I am going to try and play around a bit and replicate numbers. I am currently grinding on purple ghosts in OW. They have a skill called life drain that is a vampiric effect (they steal your health for themselves). Is it magic based? anyone know? What resist stat should I play with?
Thanks again! Good Work!
Re: Starting some resistance calculations
Posted: Mon Oct 29, 2012 3:10 am
by Sir Blaze333
Oh also the
standard deviation of damage numbers is 20% of the damage inflicted This is a constant!!! (scientists get really excited when they find a constant

)
this is probably indicitive that damage is set to "moderate randomness"
So does that mean that after your damage calculation with resistance, you do that damage as a maximum and up to 20% less damage?