DeathZer0
01-11-2009, 06:22 PM
--------------------------------1.2 Update--------------------------------------
Since the 40% soft cap change, this topic is out of date and the problem will probably be smaller.
Resists - cap seems to be about 700. Hard numbers :
776 = 42.1%
813 = 42.8%
1191 = 50.3%This is from the Sorc 1.2 PTR LIVE THREAD
According to this info the resistance needed for +1% mitigation past 40% will now be around 50 resistance, roughly 3 times as much as below 40%. This means the resistance cap of 75% mitigation will now be reached at ~2422. This is assuming that the increase is still linear (which it seems to be) and that the 50 resi per 1% mitigation is valid for all remaining 35%.
The resistance talisman nerf will also help to diminish the problem.
However, the calculation is still linear which means big survivability changes for small resistance/mitigation changes at high resistance/mitigation levels.
--------------------------------End of 1.2 Update-------------------------------
Disclaimer: This topic not only tries to explain how mitigation gain from the resistance stat works, but also why the current system might create some imbalances and presents a possible solution. I hope this is in the right forum.
While looking through a lot of discussion threads about resistance I noticed that the way how it is calculated seems to give the mitigation a big advantage for high values of resistance.
The problem is that the percentage gain is linear. I believe ~17 points of resist give you 1% mitigation at 40 (sorry I haven't personally tested the values yet).
This means if you already have a high percentage you'll live considerably longer if you gain only a little more resistance.
Some calculations:
5000 Max HP, 1000 damage per second before mitigation.
Now with 0% it is clear that you will live 5 seconds. If you now gain 5% (+85 Resist @ 40) it looks like this:
1000 * 0.95 = 950 dps after mitigation.
5000 / 950 = 5.26 seconds alive.
5.26/5 = 1.052
This means you'll live 5.2% longer.
Now the same thing with 70% starting mitigation (~1190).
1000 * 0.30 = 300
5000 / 300 = 16.666...
However, after another 5% (~1275 or 75%) it looks like this:
1000 * 0.25 = 250
5000 / 250 = 20
The difference: 20 / 16.66... = 1.2
With the same +85 resistance you'll be able to increase your lifetime by 5.2% or by as high as 20%. It only depends on how much resist you already have.
Personally I think the life time increase should be linear and not the mitigation percentage increase. This would definately make it harder to stack resistances with such devastating results. I'd recommend something like 1% additional life time per 15 or maybe even 10 resistance at level 40.
CALCULATIONS FOR PROPOSED CHANGE
This would be the formula for a lifetime increase:
The Constant is the Resistance needed for your character to be alive 1% longer.
Damage * Multiplier = Final Damage
Multiplier = ( 1 / ( 1 + Resistance / Constant / 100 ) )
So if 10 resist is needed for 1% longer life 1000 resist would increase your life expectancy by 100%. Thus the Multiplier will be 1/2 or 50%
2000 resist would increase your life by 200%, thus multiplying incoming damage of that type by 1/3 or giving you a mitigation of 66.6%
3000 resist equals 300% more life, which means a multiplyer of 1/4. Now you'd reach the cap of 75% mitigation.
Now the same for 15 resist needed for 1% longer lifetime:
500 Resist = Damage * 0.75 = 25% Mitigation
1000 Resist = Damage * 0.6 = 40%
1500 Resist = Damage * 0.5 = 50%
2000 Resist = Damage * 0.429 = 57.14%
2500 Resist = Damage * 0.375 = 62.5%
3000 Resist = Damage * 0.333 = 66.66%
3500 Resist = Damage * 0.3 = 70%
4000 Resist = Damage * 0.273 = 72.72%
4500 Resist = Damage * 0.25 = 75%
1% per 10 would turn a now 75% resistance (~1275) into a 56.04% resistance. Or in other words: your 1000 fireball that would have hit for 250 now hits for ~440 or 1.75 times harder.
1% per 15 would turn a now 75% resistance into a 45.96% resistance.
Obviously, the purpose of the new system would be to make stacking resistance a lot harder than it is now, so that more tradeoffs had to be considered to reach similar values of mitigation.
Hope this gave you an insight of how resistance work, how it could work and how to get the most out of the system (i.e. stack even more resistance).
Since the 40% soft cap change, this topic is out of date and the problem will probably be smaller.
Resists - cap seems to be about 700. Hard numbers :
776 = 42.1%
813 = 42.8%
1191 = 50.3%This is from the Sorc 1.2 PTR LIVE THREAD
According to this info the resistance needed for +1% mitigation past 40% will now be around 50 resistance, roughly 3 times as much as below 40%. This means the resistance cap of 75% mitigation will now be reached at ~2422. This is assuming that the increase is still linear (which it seems to be) and that the 50 resi per 1% mitigation is valid for all remaining 35%.
The resistance talisman nerf will also help to diminish the problem.
However, the calculation is still linear which means big survivability changes for small resistance/mitigation changes at high resistance/mitigation levels.
--------------------------------End of 1.2 Update-------------------------------
Disclaimer: This topic not only tries to explain how mitigation gain from the resistance stat works, but also why the current system might create some imbalances and presents a possible solution. I hope this is in the right forum.
While looking through a lot of discussion threads about resistance I noticed that the way how it is calculated seems to give the mitigation a big advantage for high values of resistance.
The problem is that the percentage gain is linear. I believe ~17 points of resist give you 1% mitigation at 40 (sorry I haven't personally tested the values yet).
This means if you already have a high percentage you'll live considerably longer if you gain only a little more resistance.
Some calculations:
5000 Max HP, 1000 damage per second before mitigation.
Now with 0% it is clear that you will live 5 seconds. If you now gain 5% (+85 Resist @ 40) it looks like this:
1000 * 0.95 = 950 dps after mitigation.
5000 / 950 = 5.26 seconds alive.
5.26/5 = 1.052
This means you'll live 5.2% longer.
Now the same thing with 70% starting mitigation (~1190).
1000 * 0.30 = 300
5000 / 300 = 16.666...
However, after another 5% (~1275 or 75%) it looks like this:
1000 * 0.25 = 250
5000 / 250 = 20
The difference: 20 / 16.66... = 1.2
With the same +85 resistance you'll be able to increase your lifetime by 5.2% or by as high as 20%. It only depends on how much resist you already have.
Personally I think the life time increase should be linear and not the mitigation percentage increase. This would definately make it harder to stack resistances with such devastating results. I'd recommend something like 1% additional life time per 15 or maybe even 10 resistance at level 40.
CALCULATIONS FOR PROPOSED CHANGE
This would be the formula for a lifetime increase:
The Constant is the Resistance needed for your character to be alive 1% longer.
Damage * Multiplier = Final Damage
Multiplier = ( 1 / ( 1 + Resistance / Constant / 100 ) )
So if 10 resist is needed for 1% longer life 1000 resist would increase your life expectancy by 100%. Thus the Multiplier will be 1/2 or 50%
2000 resist would increase your life by 200%, thus multiplying incoming damage of that type by 1/3 or giving you a mitigation of 66.6%
3000 resist equals 300% more life, which means a multiplyer of 1/4. Now you'd reach the cap of 75% mitigation.
Now the same for 15 resist needed for 1% longer lifetime:
500 Resist = Damage * 0.75 = 25% Mitigation
1000 Resist = Damage * 0.6 = 40%
1500 Resist = Damage * 0.5 = 50%
2000 Resist = Damage * 0.429 = 57.14%
2500 Resist = Damage * 0.375 = 62.5%
3000 Resist = Damage * 0.333 = 66.66%
3500 Resist = Damage * 0.3 = 70%
4000 Resist = Damage * 0.273 = 72.72%
4500 Resist = Damage * 0.25 = 75%
1% per 10 would turn a now 75% resistance (~1275) into a 56.04% resistance. Or in other words: your 1000 fireball that would have hit for 250 now hits for ~440 or 1.75 times harder.
1% per 15 would turn a now 75% resistance into a 45.96% resistance.
Obviously, the purpose of the new system would be to make stacking resistance a lot harder than it is now, so that more tradeoffs had to be considered to reach similar values of mitigation.
Hope this gave you an insight of how resistance work, how it could work and how to get the most out of the system (i.e. stack even more resistance).