Talk:Defense mechanics: Difference between revisions

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>Killodoggy
(→‎my plans for future: added phasing)
>Killodoggy
(added a rough draft)
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  --[[User:Killodoggy|Killodoggy]] ([[User talk:Killodoggy|talk]]) 02:08, 23 May 2021 (UTC)
  --[[User:Killodoggy|Killodoggy]] ([[User talk:Killodoggy|talk]]) 02:08, 23 May 2021 (UTC)
==Rough Drafts==
I am doing some rough drafts below here, so I can quickly brainstorm without worrying about errors in the process.
--[[User:Killodoggy|Killodoggy]] ([[User talk:Killodoggy|talk]]) 04:40, 26 May 2021 (UTC)
==Math==
Some modifiers can be calculated with the same math, but have different consequences for the numbers.
All percent damage mitigations modifiers that are additive are calculated the same. Once all additive modifiers are combined, the final number is calculated the same as less modifiers for further calculations.
All percent damage mitigation modifiers that are multiplicative are calculated the same.
All individual chance to not get hit modifiers are calculated the same as above depending on whether they are additive or multiplicative. When combined with other modifiers of the same type the math changes, because the value of each percentage goes up when mechanics are combined.
Armour is calculated separately. See [[Armour]] page for more information.

Revision as of 04:40, 26 May 2021

my plans for future

Many calculations.

  • Stuff applies to all chance not get hit all same.
  • Damage reduction all same.
  • Action speed lowers average hits per second when face tanking.
  • Not get hit stronger with multiple mechanics.

new mechanics

  • movement speed and movement skills are game mechanics that can possibly increase survival and can be added at the bottom.
  • Lowering enemy move speed helps get away from enemies. Add this without going into strategy too much.

other stuff

curses make character take more damage or monster deal less damage. note both.

remove ailmenets makes it easier to survive.

reduced critical strike damage helps survive.

phasing also

--Killodoggy (talk) 02:08, 23 May 2021 (UTC)

Rough Drafts

I am doing some rough drafts below here, so I can quickly brainstorm without worrying about errors in the process.

--Killodoggy (talk) 04:40, 26 May 2021 (UTC)

Math

Some modifiers can be calculated with the same math, but have different consequences for the numbers.

All percent damage mitigations modifiers that are additive are calculated the same. Once all additive modifiers are combined, the final number is calculated the same as less modifiers for further calculations.

All percent damage mitigation modifiers that are multiplicative are calculated the same.

All individual chance to not get hit modifiers are calculated the same as above depending on whether they are additive or multiplicative. When combined with other modifiers of the same type the math changes, because the value of each percentage goes up when mechanics are combined.

Armour is calculated separately. See Armour page for more information.