Quote (Goomshill @ 15 Aug 2013 00:51)
In most PvP against melee characters, MDR can wildly outperform DR, to the point of entirely negating attacks in LLD for example, because it is bugged.
MDR is applied once for every source of elemental damage on an attack, and subtracted from the total damage instead of just that element. When you have 100 MDR and your opponent deals 1 damage of 4 elements, you can have the same prevention of 400 DR
Quote (piatek @ 11 May 2021 01:51)
Quote (gel87 @ 11 May 2021 22:55)
Forms of dmg:
- Elemental dmg = fire/cold/psn/light
- Magic damage = magic dmg (hammer/bone/chaos/physical hammer etc).
- Physical dmg is physical dmg.
Psn and burn dmg actually operates in 256 bit frames.
Your character starts with 0 to all resists.
(magic%, dr%, fire/psn/cold/lr%, plr)
Nightmare penalty: - 50 fr/pr/cr/lr/plr
Hell penalty: -100 fr/pr/cr/lr/plr
DR (direct damage reduction) help vs physical dmg.
But if u fully negate the physical dmg it will have an overflow effect and add as mdr. (dr/mdr overflow effect).
MDR (direct magic reduction) helps vs:
Fire, cold, light, magic. (i dont think psn).
But can also overflow as DR.
Magic% res helps vs magic dmg. (only found in certain crafts)
Xx % to all resistanses helps fire, cold, light, psn.
DR% helps vs physical dmg.
Absorb % helps as a factor vs that excact element. It helps twice the listed effect unless you die before..
Direct absorb helps double it listed effect and is the only reduction who can heal you. It only help double if u dont die from the dmg.
Conviction affects: fire/cold/light
Lower res affects: fire/cold/light/poison/plr
Decreap: -50% enemy DR
Amplify dmg: -100% enemy DR
Facet and other - to enemy *** resistance affect its listed resistance, as well as plr if psn.
Physical dmg =
(((Damage * 0,17) - bone armor) * (1-(EnergyShield%/100)) - DamageReduction) * (1-(DamageReduction%/100)) - Mdr overflow
Magic damage =
((Damage * 0,17) * (1-(EnergyShield%/100)) - Mdr) * (1-(MagicResists%/100)) - DR overflow
Fire/cold/light dmg =
(((Damge * 0,17) - cyclone armor) * (1-(EnergyShield%/100)) - MDR) * (1-(Resist%/100)) * (1-((Absorb%*2)/100)) - (absorb*2) - DR overflow
Poison dmg =
(((Damage * 0,17) * (1-(PoisonRes%/100)) * (1-(PLR%/100))
Just dont forget that in hell a player starts with -100 plr.
Which is why i use this formula instead:
(((Damage * 0,17) * (1-(PoisonRes%/100)) * (2-((PLR-Facet)/100))
It require some thinking:
If ur in hell u start with -100 plr, which is why i multiply with 2. But if you have 125plr that would give you an end value of 25% plr, but if enemy used a death web -55 enemy Pr ur end result would be -30%.
You also need to be within the roofs and ceilings of all:
Type /// Ceiling /// Roof
DR% /// -100% /// +50%
Magic% /// 0% /// +95% (i think, not reach able anyway)
Fire% /// -100 /// +95%
Cold% /// -100 /// +95%
Light% /// -100 /// +95%
Psn% /// -100 /// +95
Plr% /// -100 /// +75%