Log in to create a new thread
Codename Entertainment Forums > Crusaders of the Lost Idols > General/Strategy Discussion > >100% Damage Reduction?
>100% Damage Reduction?
| |
95 Posts |
Link to post
- Posted February 3rd 2017 at 1:06 PM
Viktyr GehrigSweet weekend buff. My tankline currently has 60% damage reduction from Dark Gryphon and 120% damage reduction from Drizzle.
How does the math behind that work? |
781 Posts |
Link to post
- Posted February 3rd 2017 at 2:57 PM
AnimenutI'm curious about this, too. Griffon with all relevant GE's gives 90% damage debuff and 225% HP buff, leading to tank crusaders having near-invincibility. Not that an immortal tank really has any purpose other than pushing one or two more areas, but still, it makes for an interesting topic figuring out how a "120% damage debuff" works out. My first thought was making them multiplicative, so that if there is a 90% debuff and a 50% debuff, the affected crusader would take 5% damage, but if a SINGLE buff amounts to 120%, then...that mucks the math up a bit. Like "dividing by zero" a bit. I highly doubt the affected crusader would be healing 20% damage otherwise dealt.
|
95 Posts |
Link to post
- Posted February 3rd 2017 at 3:07 PM
Viktyr GehrigLast Edited February 3rd 2017 at 3:08 PM If you have an immortal tank and either a bonus to global DPS based on monsters attacking or a striker with personal DPS based on monsters attacking, plus Merci or Petra, you can push a lot further than just one or two more areas.
It's a really good strategy even without an immortal tank-- finally got to test it-- but it bottlenecks at bosses. Unless your tank is immortal. Then you will *eventually* win and move on. I'm doing Gray Goo right now, and I'll bet I can finish It's Getting Dark, the Haunted Ship, and Follow the Breadcrumbs this weekend. At 14k idols. |
Post by Animenut deleted February 3rd 2017 at 3:32 PM | |
3620 Posts |
Link to post
- Posted February 3rd 2017 at 3:48 PM
Erika/AlynianaThank you for the report. That is resolved. Damage reduction is capped at 95% now.
|
95 Posts |
Link to post
- Posted February 3rd 2017 at 3:54 PM
Viktyr GehrigSince it's capped now, is damage reduction from multiple sources going to be additive, rather than multiplicative?
|
95 Posts |
Link to post
- Posted February 3rd 2017 at 3:56 PM
Viktyr GehrigAlso, thank you for jumping on it so promptly.
|
781 Posts |
Link to post
- Posted February 3rd 2017 at 4:14 PM
AnimenutThere was actually a glitch a few months ago where the frontrunners were ACTUALLY immortal. Not "They never died" so much as they never took any damage at all. It didn't matter what crusader was in front. It was literally unkillable. Ask anyone (that isn't a troll) - it was the opposite of useful. Made it abundantly clear that bosses were mostly unaffected. Even with AoE abilities like Merci's and Petras, the amount of health enemies have is far too much to make a reasonable difference. Merci's ability caps at 100% DPS, so even if you stack 3000 enemies, you'll only be dealing 100% DPS to all enemies.
I used a demigod tank in order to push up to area 1000, but not without some major mechanics abuse in the last few areas, as even a near-immortal tank will cripple once enemy DPS catches up with your formation. I had Littlefoot being buffed by a GE-affected Dark Griffon. That's baseHPx1.5x3.25 and taking 10% damage. At level 6000, that's 31.2k HP, and effectively multiplied by 10 considering the defense buff. So it was able to resist just fine. Even at area 980, enemies were still no major offensive threat. However, they WERE significantly more difficult to kill, allowing them to more easily stack up and layer on the individual DPS'. Merci will help crowd control enough to push maybe a full 5-block chunk if you use Savage Strikes to buff damage near/at a boss, but overall, that horrid amount of defense doesn't amount to anything useful in terms of ruby gain. It is more of a novelty, for use in specific challenges. If you're just going for casual ruby runs, best to focus on DPS with your tank just doing whatever it can by itself. Most tanks get their job done well enough for casual runs. Save the "UNKILLABLE!!!" setups for annoying objectives that make them necessary. Otherwise you're just wasting time an effort better spent resetting and starting a new run. Just as a small reference point, when I switch from my gold-find build to my DPS build at the end of a run, even with Merci having his GE making his Deflect Evil skill stack in increments of 6.25% and Mindy copying 75% effectiveness of two major DPS-buffers, I typically only push another 5-10 areas, which makes minimal difference. Though, I don't know what your average area clear is, so for all I know, it might make a bigger difference for your current progress in the game. I'm purely speaking from the perspective of someone that reaches 900+ with every run, so I could possibly be heavily biased and out of touch with the people still picking up speed (with all due respect). |
3620 Posts |
Link to post
- Posted February 3rd 2017 at 4:15 PM
Erika/AlynianaIf you're receiving damage reduction from multiple sources, it will stack diminishingly, so it won't hit 100%.
|
95 Posts |
Link to post
- Posted February 3rd 2017 at 10:23 PM
Viktyr GehrigYep. Left the game running when I went out, it crashed on a boss at 315. Restarting the game, so the patch is applied-- no exploit for me. :)
|
Log in to reply to this thread! |