Template:Collapse top/testcases: Difference between revisions
>BotK2 (Replacing sl with il) |
>BotK2 (Replacing sl with il) |
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Revision as of 10:02, 31 March 2018
- Main
When Hit, X% of Damage is taken from Mana before Life
Let , to completely remove all mana the damage, , has to be:
The life removed can then be written as:
Solving equation 1 for :
Solving 4 for :
The ratio leads to exactly all life and mana being removed from a one-shot. If the ratio is less, i.e. , then mana will have run out before all life is removed.
The table below show the necessary mana/life ratio required for varying amounts of Mind over Matter.
X | mana/life ratio |
---|---|
0 | 0 |
10% | 11% |
20% | 25% |
30% | 43% |
40% | 67% |
50% | 100% |
60% | 150% |
70% | 233% |
80% | 400% |
90% | 900% |
- Sandbox
When Hit, X% of Damage is taken from Mana before Life
Let , to completely remove all mana the damage, , has to be:
The life removed can then be written as:
Solving equation 1 for :
Solving 4 for :
The ratio leads to exactly all life and mana being removed from a one-shot. If the ratio is less, i.e. , then mana will have run out before all life is removed.
The table below show the necessary mana/life ratio required for varying amounts of Mind over Matter.
X | mana/life ratio |
---|---|
0 | 0 |
10% | 11% |
20% | 25% |
30% | 43% |
40% | 67% |
50% | 100% |
60% | 150% |
70% | 233% |
80% | 400% |
90% | 900% |
- Main
Assuming the player allocates the Chaos Inoculation keystone, the "value" of this effect is as follows for various maximum elemental resistance breakpoints. (The "Damage Taken" is an arbitrary amount corresponding to a large elemental hit for the purposes of calculation and percentages are rounded up or down to conform to the way the game displays resistances (whole numbers)).
Elemental Resistances | Elemental Damage Taken | NET Damage Taken w/ IH + CI | NET Damage Taken w/o IH + CI | IH + CI Mitigation (Effective Max Resists) | "Bonus" Effective Max Res provided by IH Effect |
---|---|---|---|---|---|
85% | 30000 | 3375 | 4500 | 89% | 4% |
80% | 30000 | 4500 | 6000 | 85% | 5% |
76% | 30000 | 5400 | 7200 | 82% | 6% |
75% | 30000 | 5625 | 7500 | 81% | 6% |
70% | 30000 | 6750 | 9000 | 78% | 8% |
65% | 30000 | 7875 | 10500 | 74% | 9% |
60% | 30000 | 9000 | 12000 | 70% | 10% |
50% | 30000 | 11250 | 15000 | 63% | 13% |
45% | 30000 | 12375 | 16500 | 59% | 14% |
40% | 30000 | 13500 | 18000 | 55% | 15% |
30% | 30000 | 15750 | 21000 | 48% | 18% |
25% | 30000 | 16875 | 22500 | 44% | 19% |
20% | 30000 | 18000 | 24000 | 40% | 20% |
15% | 30000 | 19125 | 25500 | 36% | 21% |
10% | 30000 | 20250 | 27000 | 33% | 23% |
5% | 30000 | 21375 | 28500 | 29% | 24% |
0% | 30000 | 22500 | 30000 | 25% | 25% |
For characters with less than 76% Chaos Resistance, Incandescent Heart acts as an elemental damage taken multiplier, increasing the total amount of elemental damage taken as illustrated in the following table:
Elemental Resistances | Chaos Resistance | Elemental Damage Taken | NET Damage taken w/ IH | NET Damage Taken w/o IH | (Percent of) Elemental Damage Taken |
---|---|---|---|---|---|
75% | -60% | 30000 | 17625 | 7500 | 235% |
75% | -40% | 30000 | 16125 | 7500 | 215% |
75% | -20% | 30000 | 14625 | 7500 | 195% |
75% | 0% | 30000 | 13125 | 7500 | 175% |
75% | 20% | 30000 | 11625 | 7500 | 155% |
75% | 40% | 30000 | 10125 | 7500 | 135% |
75% | 60% | 30000 | 8625 | 7500 | 115% |
75% | 75% | 30000 | 7500 | 7500 | 100% |
75% | 100% | 30000 | 5625 | 7500 | 75% |
- Sandbox
Assuming the player allocates the Chaos Inoculation keystone, the "value" of this effect is as follows for various maximum elemental resistance breakpoints. (The "Damage Taken" is an arbitrary amount corresponding to a large elemental hit for the purposes of calculation and percentages are rounded up or down to conform to the way the game displays resistances (whole numbers)).
Elemental Resistances | Elemental Damage Taken | NET Damage Taken w/ IH + CI | NET Damage Taken w/o IH + CI | IH + CI Mitigation (Effective Max Resists) | "Bonus" Effective Max Res provided by IH Effect |
---|---|---|---|---|---|
85% | 30000 | 3375 | 4500 | 89% | 4% |
80% | 30000 | 4500 | 6000 | 85% | 5% |
76% | 30000 | 5400 | 7200 | 82% | 6% |
75% | 30000 | 5625 | 7500 | 81% | 6% |
70% | 30000 | 6750 | 9000 | 78% | 8% |
65% | 30000 | 7875 | 10500 | 74% | 9% |
60% | 30000 | 9000 | 12000 | 70% | 10% |
50% | 30000 | 11250 | 15000 | 63% | 13% |
45% | 30000 | 12375 | 16500 | 59% | 14% |
40% | 30000 | 13500 | 18000 | 55% | 15% |
30% | 30000 | 15750 | 21000 | 48% | 18% |
25% | 30000 | 16875 | 22500 | 44% | 19% |
20% | 30000 | 18000 | 24000 | 40% | 20% |
15% | 30000 | 19125 | 25500 | 36% | 21% |
10% | 30000 | 20250 | 27000 | 33% | 23% |
5% | 30000 | 21375 | 28500 | 29% | 24% |
0% | 30000 | 22500 | 30000 | 25% | 25% |
For characters with less than 76% Chaos Resistance, Incandescent Heart acts as an elemental damage taken multiplier, increasing the total amount of elemental damage taken as illustrated in the following table:
Elemental Resistances | Chaos Resistance | Elemental Damage Taken | NET Damage taken w/ IH | NET Damage Taken w/o IH | (Percent of) Elemental Damage Taken |
---|---|---|---|---|---|
75% | -60% | 30000 | 17625 | 7500 | 235% |
75% | -40% | 30000 | 16125 | 7500 | 215% |
75% | -20% | 30000 | 14625 | 7500 | 195% |
75% | 0% | 30000 | 13125 | 7500 | 175% |
75% | 20% | 30000 | 11625 | 7500 | 155% |
75% | 40% | 30000 | 10125 | 7500 | 135% |
75% | 60% | 30000 | 8625 | 7500 | 115% |
75% | 75% | 30000 | 7500 | 7500 | 100% |
75% | 100% | 30000 | 5625 | 7500 | 75% |
- Main
- A player is wielding a bow that deals 100 Physical Damage,
- a BlackgleamBlackgleam
Blazing Arrow QuiverRequires Level 45Adds (12-15) to (24-27) Fire Damage to Attacks10% increased Attack Speed
+(80-100) to Evasion Rating
+(10-30) to maximum Mana
50% of Physical Damage Converted to Fire Damage
5 to 10 Added Fire Damage with Bow AttacksMolten feathers, veiled spark,
Hissing arrows from the dark. quiver that has 50% of Physical Damage converted to Fire Damage, - and HrimsorrowHrimsorrow
Goathide GlovesEvasion: (72-92)Requires Level 9, 17 Dex+(20-30) to Strength
+(40-50) to Evasion Rating
+(20-30)% to Cold Resistance
100% of Physical Damage Converted to Cold Damage
Reflects 100 Cold Damage to Melee AttackersOf ancient giants, none remain,
Their only trace is timeless pain. gloves that have 25% of Physical Damage converted to Cold Damage. - The player is using the skill Lightning ArrowLightning ArrowAttack, AoE, Projectile, Lightning, Bow
Level: (1-20)
Cost: (7-11) Mana
Attack Damage: (130-154)% of base
Effectiveness of Added Damage: (130-154)%
Projectile Speed: 3260Requires Level 12Fires a charged arrow which damages enemies by causing them to be struck by a bolt of lightning, which also damages a number of surrounding enemies.50% of Physical Damage Converted to Lightning Damage
(1-9) to (13-179) Added Lightning Damage
Hits up to 3 additional enemies near the target
Shocks Enemies as though dealing (100-290)% more Damage
Additional Effects From 1-20% Quality:
Hits up to (0.1-2) additional enemies near the targetPlace into an item socket of the right colour to gain this skill. Right click to remove from a socket., which has 50% of Physical Damage converted to Lightning Damage
- The total in this is example is 125% of Physical Damage, and must be scaled. Since it comes from a skill gem, Lightning Arrow's modifier takes priority and is not scaled. The other two are scaled proportionally to convert the remaining 50% of physical damage.
- 50 * (50/75) = 33.33% Converted to Fire Damage by Blackgleam
- 25 * (50/75) = 16.67% Converted to Cold Damage by Hrimsorrow
- In summary, the resulting converted damage would be 50 Lightning Damage, 33 Fire Damage, and 17 Cold Damage, and 0 Physical Damage, a total of 100 Damage.
- The total in this is example is 125% of Physical Damage, and must be scaled. Since it comes from a skill gem, Lightning Arrow's modifier takes priority and is not scaled. The other two are scaled proportionally to convert the remaining 50% of physical damage.
- Sandbox
- A player is wielding a bow that deals 100 Physical Damage,
- a BlackgleamBlackgleam
Blazing Arrow QuiverRequires Level 45Adds (12-15) to (24-27) Fire Damage to Attacks10% increased Attack Speed
+(80-100) to Evasion Rating
+(10-30) to maximum Mana
50% of Physical Damage Converted to Fire Damage
5 to 10 Added Fire Damage with Bow AttacksMolten feathers, veiled spark,
Hissing arrows from the dark. quiver that has 50% of Physical Damage converted to Fire Damage, - and HrimsorrowHrimsorrow
Goathide GlovesEvasion: (72-92)Requires Level 9, 17 Dex+(20-30) to Strength
+(40-50) to Evasion Rating
+(20-30)% to Cold Resistance
100% of Physical Damage Converted to Cold Damage
Reflects 100 Cold Damage to Melee AttackersOf ancient giants, none remain,
Their only trace is timeless pain. gloves that have 25% of Physical Damage converted to Cold Damage. - The player is using the skill Lightning ArrowLightning ArrowAttack, AoE, Projectile, Lightning, Bow
Level: (1-20)
Cost: (7-11) Mana
Attack Damage: (130-154)% of base
Effectiveness of Added Damage: (130-154)%
Projectile Speed: 3260Requires Level 12Fires a charged arrow which damages enemies by causing them to be struck by a bolt of lightning, which also damages a number of surrounding enemies.50% of Physical Damage Converted to Lightning Damage
(1-9) to (13-179) Added Lightning Damage
Hits up to 3 additional enemies near the target
Shocks Enemies as though dealing (100-290)% more Damage
Additional Effects From 1-20% Quality:
Hits up to (0.1-2) additional enemies near the targetPlace into an item socket of the right colour to gain this skill. Right click to remove from a socket., which has 50% of Physical Damage converted to Lightning Damage
- The total in this is example is 125% of Physical Damage, and must be scaled. Since it comes from a skill gem, Lightning Arrow's modifier takes priority and is not scaled. The other two are scaled proportionally to convert the remaining 50% of physical damage.
- 50 * (50/75) = 33.33% Converted to Fire Damage by Blackgleam
- 25 * (50/75) = 16.67% Converted to Cold Damage by Hrimsorrow
- In summary, the resulting converted damage would be 50 Lightning Damage, 33 Fire Damage, and 17 Cold Damage, and 0 Physical Damage, a total of 100 Damage.
- The total in this is example is 125% of Physical Damage, and must be scaled. Since it comes from a skill gem, Lightning Arrow's modifier takes priority and is not scaled. The other two are scaled proportionally to convert the remaining 50% of physical damage.