Schakal
18.04.2010, 16:22
Aus dem Global Agenda Forum:
First of all Physical Reduction is applied before any specific reductions AND base physical protection is 30%. This means that naked you only take 70% dmg.If you have say the 2 first reductions in the balanced tree (+4 and +5) you take 61%.
Now specific protections are calculated in after this. So if you have 21% of one type of specific reduction from upgrades and 61% phys reduction, your upgrades only reduce 21%*0.61=12.81%. Or take you from 61% any dmg taken to 48.19% of the specific type of dmg taken (this is raw upgrade reduction (ok, the +9 from balanced), ignoring any skills from the tanking tree so the effects gets reduced even further).
Now the HP Formula is: '2210 * HP from skills added * upgrades added' and super tank build usually has +55% from skills, so...
2210*1.55*1.21=4144 HP with padded upgrades.
2210*1.55*1.21=3425 HP without upgrades.
Now to calculate effective HP with both builds assuming 39% phys res and 34% to each specific reduction from skills (super tank build, ignoring melee reduction):
34*0.61=20.74% (naked) so 61-20.74=40.26% dmg taken.
55*0.61=33.55% (with specific resistance upgrades) so 61-33.55=27.45% specific dmg taken, and 40.26% taken from the other source.
4144HP/0.4026=10293 eHP with 21% padded upgrades.
3425HP/0.2745=12477 eHP vs the protected type and 3425HP/0.4026=8507eHP vs the unprotected type with 21% of one specific type of reduction.
TL;DR: So it looks like reduced reductions will be equally as effective as hp if you take approx 50/50 of each type (average would be 10492 eHP). If you have healing, reductions are just better.
For reference, my survivability robo build with 30% hp from skills, 13% phys reduction and a set of epic padded (as tough as it gets without taking retarded skills) has 6098eHP.
http://forum.globalagendagame.com/phpbb/viewtopic.php?f=159&t=17654&p=235830&hilit=+armor+upgrades#p235830
First of all Physical Reduction is applied before any specific reductions AND base physical protection is 30%. This means that naked you only take 70% dmg.If you have say the 2 first reductions in the balanced tree (+4 and +5) you take 61%.
Now specific protections are calculated in after this. So if you have 21% of one type of specific reduction from upgrades and 61% phys reduction, your upgrades only reduce 21%*0.61=12.81%. Or take you from 61% any dmg taken to 48.19% of the specific type of dmg taken (this is raw upgrade reduction (ok, the +9 from balanced), ignoring any skills from the tanking tree so the effects gets reduced even further).
Now the HP Formula is: '2210 * HP from skills added * upgrades added' and super tank build usually has +55% from skills, so...
2210*1.55*1.21=4144 HP with padded upgrades.
2210*1.55*1.21=3425 HP without upgrades.
Now to calculate effective HP with both builds assuming 39% phys res and 34% to each specific reduction from skills (super tank build, ignoring melee reduction):
34*0.61=20.74% (naked) so 61-20.74=40.26% dmg taken.
55*0.61=33.55% (with specific resistance upgrades) so 61-33.55=27.45% specific dmg taken, and 40.26% taken from the other source.
4144HP/0.4026=10293 eHP with 21% padded upgrades.
3425HP/0.2745=12477 eHP vs the protected type and 3425HP/0.4026=8507eHP vs the unprotected type with 21% of one specific type of reduction.
TL;DR: So it looks like reduced reductions will be equally as effective as hp if you take approx 50/50 of each type (average would be 10492 eHP). If you have healing, reductions are just better.
For reference, my survivability robo build with 30% hp from skills, 13% phys reduction and a set of epic padded (as tough as it gets without taking retarded skills) has 6098eHP.
http://forum.globalagendagame.com/phpbb/viewtopic.php?f=159&t=17654&p=235830&hilit=+armor+upgrades#p235830