Flat res reduction and ways to apply (and how important is it still?)

Hmmm I use the occasion and make a plot here and nerd out a little.
(I always wanted to see it drawn)

Relative Dmg Gain from %RTR
Assumptions:

  • 20 RTR assumed
  • 20% RTR assumed
  • This damage gain is a function over X
    where X is Monster resists - all our -Y% RRs (only this one type RR added here)
    [ i.e. if X = 0 we want to get 0% DMG gain
    and if X=100%=1 we want to get 100% DMG gain
    {because final monster res goes from 80% to 60% so DMG goes from “20%” to “40%”]

The formula I got is
formula%20-%20Copy
(it agrees with single cases I mentioned above)

Let’s plot it from x=100% (1) to x=-100% (-1) too see
how the effectivness of 20% RTR changes:

From the plot:

  • A -> if X = 100% we get 1 = 100% -> double damage

    • but of course this is not a real scenario,
      this would mean monster immune even after reductions of the first type -Y%

    • maybe super noob Vitality player fighting Ravager with no -%Vit Res

  • B -> if X = 60% we get 0.2 = 20% relative damage gain

    • still pretty unrealistic scenario, maybe it can happen with highly resistant monster + noob player
  • C -> more realistic X=0% and of course 0% relative damage gain due to weird multiplicative mechanics

  • from C to D we can see that relative damage gain slowly raises from 0 to 10%

    • the real scenario here)
    • which is not a lot considering the higher values will affect trash rather than bosses

To sum up - in realistic scenario I’d expect 0% - 5% relative damage gain to non-trash enemies
(because the values raise very slowly on the left side of the plot and slowly on the right side in realistic cases)

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