View Full Version : Crazy damage reduction...
ZeeSniper
09-23-2008, 09:20 PM
Don't know if it's intentional or not, but I think it is somewhat ridiculous.
get a tank to guard a healer (50% split)
healer detaunts their assailant (50% reduction from that target)
healer takes 1 dmg per hit, tank takes his half ***FIX
So it seems like the 2nd 50% reduction isn't less than the first, (aka, a 25% reduction of the original) but really 50% from the initial value
I've only tested this in tier 1, has anyone else seen this elsewhere? Its pretty insane
As a black orc with a healer buddy, we'll have to test this out tonight. If what you're saying is true, it seems like this is a bug and not intentional. It seems to make the most sense that this should be a 75% reduction total.
it probbably isnt intentional, however its only for a limited amount of time, but yah imo it should go as high as 65% anything higher seems too powerful for a common pair of skills to use (every class has a detaunt ability.)
Ainvos
09-25-2008, 02:24 PM
i'm not sure about your math. Say the hit is 100 damage. Healer detaunts and takes half damage (50). Guard kicks in and tank take half (25) and healer takes half (25). So the healer experiences a 75% reduction and the tank take half of what he would have if the healer didn't detaunt.
Have you already tested this? or is this just a hypothesis?
MrBoo
09-25-2008, 08:44 PM
Then if you have the passive detaunt, 25% when hit to do a 25% damage detaunt you will take a total of 87% less damage. Yes, it does work. If i have all these on with my shaman i take very low damage
Ainvos
09-26-2008, 08:12 AM
Then if you have the passive detaunt, 25% when hit to do a 25% damage detaunt you will take a total of 87% less damage. Yes, it does work. If i have all these on with my shaman i take very low damage
So by that you mean guard is calculated first, then Whazat behind you?!? If it is happening for multiple abilities across multiple classes then it is prolly working as intended. It just seems counter intuitive to me.
ZeeSniper
09-26-2008, 01:31 PM
i'm not sure about your math. Say the hit is 100 damage. Healer detaunts and takes half damage (50). Guard kicks in and tank take half (25) and healer takes half (25). So the healer experiences a 75% reduction and the tank take half of what he would have if the healer didn't detaunt.
Have you already tested this? or is this just a hypothesis?
My friends and i somewhat tested it.
I say somewhat because we didn't do it under all different sorts of circumstances, but the times we did in rvr the runepriest was guarded and detaunted a guy, then the parser would keep reading off -1 -1 -1 -1 for the duration when he got damaged. Nothing to do with my math, i just read the numbers.
Ciberclaw
09-29-2008, 10:45 AM
i'm not sure about your math. Say the hit is 100 damage. Healer detaunts and takes half damage (50). Guard kicks in and tank take half (25) and healer takes half (25). So the healer experiences a 75% reduction and the tank take half of what he would have if the healer didn't detaunt.
This is exactly correct
Guard just takes whatever damage the guarded player takes and reroutes half of it to the guarding tank.
PekkaR
09-29-2008, 01:35 PM
This is exactly correct
Guard just takes whatever damage the guarded player takes and reroutes half of it to the guarding tank.
Are you talking about logic based on the tooltip or ingame experience? Only the latter one really matters.
zippy321
09-30-2008, 07:52 AM
Then if you have the passive detaunt, 25% when hit to do a 25% damage detaunt you will take a total of 87% less damage. Yes, it does work. If i have all these on with my shaman i take very low damage
Ah that explains why Shamans seem to be wearing plate armor. Top that of with healing ability, just isn't right.
lubermanl
09-30-2008, 10:31 PM
it SHould be fixed now, there was a bug, its in patch notes.
Healers would mitigate 50% with their detaunt, and tank would take other half.
BUT
Its in patch notes apparantly this was a runepriest/zealot bug, and it should be fixed.
They are intended to multiply together, unsure if the detaunt is before or after the 50% split.
Basically does tank take 50% and healer take 25%, or do they each take 25%?
Jacina
10-01-2008, 05:59 AM
The tank seeing -1 -1 -1 is most likely due to Toughness reducing the tanks damage even more ;)
Ainvos
10-01-2008, 01:22 PM
it SHould be fixed now, there was a bug, its in patch notes.
Healers would mitigate 50% with their detaunt, and tank would take other half.
BUT
Its in patch notes apparantly this was a runepriest/zealot bug, and it should be fixed.
They are intended to multiply together, unsure if the detaunt is before or after the 50% split.
Basically does tank take 50% and healer take 25%, or do they each take 25%?
That sounds more like i would expect. Which days patch notes was this in?
lubermanl
10-02-2008, 12:21 AM
Gather round for a fresh batch of Hot Fixes, fresh from the Dev oven!
Combat and Careers
Fixed an issue with the Rune Priest spell Grimnir's Shield that allowed it to stack with Guard to absorb 100% of incoming damage.
Fixed an issue with the Zealot spell Embrace the Warp that allowed it to stack with Guard to absorb 100% of incoming damage.
Off the herald
http://herald.warhammeronline.com/warherald/NewsArticle.war?id=333
Its also in patch notes from the 29th. on the game start up patcher
Ainvos
10-02-2008, 09:16 AM
Thanks, i found it last time i logged in. Can any shaman verify if their 100% reduction was fixed too?
lasmrah
10-02-2008, 12:31 PM
it SHould be fixed now, there was a bug, its in patch notes.
Healers would mitigate 50% with their detaunt, and tank would take other half.
BUT
Its in patch notes apparantly this was a runepriest/zealot bug, and it should be fixed.
They are intended to multiply together, unsure if the detaunt is before or after the 50% split.
Basically does tank take 50% and healer take 25%, or do they each take 25%?
Well, I know armor/resists are applied after the guard split, as in if a healer takes 1000 damage and has 10% armor, and is being guarded by a tank with 50% armor, the healer will take 450 damage, and the tank will take 250 damage. I don't know where toughness factors in, though. This would make me suspect the tank takes 50% and the healer takes 25%.
(This was changed very late in beta, it used to be that the tanks took exactly half no matter what their mitigation was)
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