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Feb 20 2018 10:10am
I am working on a calculator for MDR bug and just need a few simple things confirmed.

Question #1: Damage is calculated in the following order, correct?

1. PvP Penalty
2. Bone armor and Cyclone armor
3. Energy Shield
4. MDR / PDR
5. Resistences
6. % Absorb
7. Direct Absorb
8. MDR / PDR Overflow

Fairly certain of this order, the only follow up question being. Should a physical attack that hits a Druid with cyclone armor also have elemental damage (from sojs for example), would that ele dmg then not be subject to any MDR overflow while cyclone is active? This makes sense, just curious.

Question #2: During step #4, does MDR get calculated for:

Option A: each individual source of ele dmg

Example:

wearing- 2x sojs, 2x cold dmg sc, cow kings boots

result = 5 potential cases of MDR overflow, once for BOTH soj, once for BOTH scs, one for CKs

Option B: Individual total of each ele dmg TYPE

Example:

wearing- 2x sojs, 2x cold dmg sc, cow kings boots

result = 3 potential cases of MDR overflow, one for sojs(light), one for scs(cold), one for CKs(fire)

(I BELIEVE THIS IS CORRECT)

Option C: Total of all ele dmg combined

Example:

wearing- 2x sojs, 2x cold dmg sc, cow kings boots

result = 1 potential cases of MDR overflow, one for sojs + for scs + CKs

This post was edited by thesnipa on Feb 20 2018 10:23am
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Feb 20 2018 10:36am
Question #1.
Yes for the order.
Elemental damage is subtracted to Cyclone armor. Nothing remains if the Cyclone armor has enough power. Hence, nothing is eligible for MDR overflow.

Question #2.
This step has nothing to do with MDR overflow. Overflow occurs only if MDR > elemental damage taken.

Option B is the good one.

Boots 25-35 fire damage, rings 2x 1-12 light damage, charms 2x 2-5 cold damage (for example).

When an attack lands :
32 is rolled in the 25-35 range for fire, 18 is rolled in the 2-24 range for light, 5 is rolled in the 4-10 range for cold.

17% pvp reduction applies :
32 * 0.17 = 5.44 fire
18 * 0.17 = 3.06 light
5 * 0.17 = 0.85 cold

MDR applies once for each type of damage. Suppose you have 15 MDR :
5.44 - 15 = -9.56
3.06 - 15 = -11.94
0.85 - 15 = -14.15

Negative values are not set to zero, that's how overflow works.
Resistances, absorb% and absorb don't apply to negative values.

Finally, the life loss equals what the physical portion indicates, modified by (-9.56 -11.94 -14.15) = -35.65.
If the result is negative again, then it is set to zero (no life lost, no life gained).
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Feb 20 2018 10:44am
TY Feanur this is confirming what i thought.

someone asked me for advice on a Lvl 30 thrower LLD that wears sojs to increase Crit on peace runeword. as String, Vmagi, spirit shroud, etc are all common LLD items this makes his build somewhat problematic in reducing his phys throw dmg.

I need to come up with a best build for him, balancing the MDR overflow phys dmg lost to the number of 15life/1-xx light dmg scs he'd need to negate the MDR overflow chance.

my guess is, that since EACH 15life/light sc means a +3 max dmg loss (and 20 potential ar) this wont be a good option. it may be that the soj mdr overflow is just something that is built into the build. im not aware of a good way to boost the min lightning damage with anything other than scs, jewels will be a major loss in dmg potential as well.

I will play with it a bit and see what my calculator spits out, thanks

This post was edited by thesnipa on Feb 20 2018 10:45am
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Feb 20 2018 11:02am
so using these for lightning fury:



vs a non druid(for cyclone armor purposes) thats wearing at least a string of ears

is this basically crippling my damage alot? (the 1-2 cold damage)

id say so cuz 1-2 cold after pvp and rounded down with 1 being a minimum i still 1...(can be zero but still apply chill? idk)

then 15 mdr from Soe so basically when i fury im losing an extra ~14 damage before crit comes into play?

This post was edited by Haseo on Feb 20 2018 11:07am
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Feb 20 2018 12:43pm
Quote (Haseo @ Feb 20 2018 11:02am)
so using these for lightning fury:

http://puu.sh/zrWb3/484edd70f6.jpg

vs a non druid(for cyclone armor purposes) thats wearing at least a string of ears

is this basically crippling my damage alot? (the 1-2 cold damage)

id say so cuz 1-2 cold after pvp and rounded down with 1 being a minimum i still 1...(can be zero but still apply chill? idk)

then 15 mdr from Soe so basically when i fury im losing an extra ~14 damage before crit comes into play?


Correct.

At a rough glance:

String Alone = 15 MDR = 1-2 Cold = .17=.35 after PvP which i believe are both Rounded UP to 1-1. 14 dmg lost

String + Vmagi = 28 MDR, so that's an even more substantial loss.

Keep in mind this also means you're not losing 14 Displayed dmg, its 14 PvP dmg.

To put that Into reverse:

Ele Dmg needed to avoid Overflow = MDR * 6

So in this case versus a String any Stat ele dmg under 90 can cause MDR bug overflow. For string + vmagi it's substantially worse, 168 dmg.

For cold dmg its a bit of a bitch, because the ranges are tight and the ave dmg is LOW compared to the ave of Light which his highly variable but higher and fire which is consistent and higher.

My shocker on low rolls loses quite a bit of phys dmg to overflow, but on medium hits easily overcomes it.

Sadly with those javs you're stuck, scs to counter the effect only have 2min-4max. Each one would cost you 3max/20ar suffix, which is much increased by the %ed on LF and gear ED.

One option, although i highly doubt you could find one would be a 13 min cold - 26 max cold dmg GC, that's prefix/suffix.

However that would give you something like 2.33-4.66 cold dmg PvP, 3-5. Meaning vs string you'd only have 11 to 9 MDR overflow rather than 14-14. so even there its not really worth it to lose 9max/60ar/45 life for the 3 scs lost.

sadly, id say that jav just comes with the loss of 14 dmg all the way around :(
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Feb 20 2018 01:26pm
What thesnipa said.

And the most important part : 14 damage lost is 14 pvp damage, ie : ~84 displayed damage lost.

To be more precise on what happens for amount of life < 1 :
For example if your 1-2 cold javelin rolls 1 :
1 * 0.17 (pvp reduction) = 0.17
0.17 * 256 = 43.52
rounded down to 43
Target loses 43/256th life.

As you may know, each life point is divided into 256 bits. Only integer life points are displayed, but the game computes using 1/256 life points.

In this case, with a 15MDR string of ear, the overflow would be 43/256 - 15 = -14.83203125
... almost 15 less damage.

On the other hand, unless your opponent uses Hawkmail, Spirit shroud or Jade tan do, Rhyme shield or Death belt, or full Arctic or Hsarus, the cold effect would apply, slowing down run/walk and attack speed.
This is probably a very good thing !
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Feb 21 2018 01:34pm
thx guys im workin on non elemental damage ones ^^
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