Hello fellow GD-pals,
As the title suggests, I’m finding the order of defense unreasonably unfair for physical damage mitigation. Here’s what the order of defense is according to the official game guide.
-Fumble, Dodge and Projectile Deflection
-Chance to hit via Offensive Ability vs. Defensive Ability
-Shield
-% Reduced Damage from Monster Types
-Armor
-Resistances
-Reduced Damage from Monster Types
-% Damage Absorption
-Damage Absorption
For every other damage type besides physical, this order is fine, because resistances and %damage absorption both being percentages, are multiplicative, and it really doesn’t matter where they get placed relative to each other. However, for physical damage, armor comes first and absorbs a chunk of damage straight at the top. Only after that the physical resistance and %damage absorption get to play their part. This makes physical resistance and %damage absorption much less useful, especially given that they’re quite hard to come by.
In my opinion, resistances and %damage absorption should be placed above armor to eradicate this discrepancy with physical damage. Flat damage absorption is fine at the bottom where it is, but %damage absorption should be higher, perhaps even before shields, tbh, especially as it is so precious and hard to get in the first place.
Let’s take an example to see how the situation at present negatively affects the balance of physical damage against other damage types.
Suppose on ultimate, a boss hits a char for 5000 chaos damage. The char is luckily a bis one, with 80% chaos resistance and 20% damage absorption(say from MSoP). The damage calculation for this will be as follows:
Damage after resistance:5000-0.85000=1000
Damage after absorption:1000-0.21000=800…Final damage taken
We can see that as both reductions are %based, so their relative order doesn’t really matter. Now suppose the same boss hits the same char for 5000 physical damage, with the char having 2000 armor(100% armor absorption), 20% physical resist and the aforementioned 20% damage absorption. Now the damage calculation will be:
Damage after armor:5000-2000=3000
Damage after physical resistance:3000-0.23000=2400
Damage after absorption:2400-0.22400=1920…(Final damage taken)
Now let us calculate for the same physical hit, if resistance and %damage absorption would had been above armor:
Damage after absorption:5000-0.25000=4000
Damage after physical resistance:4000-0.24000=3200
Damage after armor:3200-2000=1200…Final damage taken
A difference of a whopping 720 damage. And then we use to wonder why bosses like Fabius and Iron Maiden end up annihilating our toons so easily. It is because of this discrepancy in the way physical damage is mitigated less efficiently than the other damage types.
If the order of defense is improved to put resistances and %damage absorption ahead of armor, it won’t affect any other damage type, but the problem with physical would be solved. Then the devs might not even need to nerf those harder encounters and the problem of chars on hc dying because of physical damage getting reflected would also be addressed at least to some extent. All with just a small tweak, without any nerf and without any huge balancing pass.
I hope I’m clear enough for you people to understand what I’m trying to say. Any comment or pointers if you people think I’m overlooking some obvious fact is highly welcome.
Thanks for taking time to read this wall of text.