Disruptors are broke
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Join Date: Jun 2012
07-17-2013, 12:15 PM
Originally Posted by
As an aside, regarding things like APD3.
Consider the following:
0 DRM - 47.1 = -84.4%, meaning 184.4% damage is taken.
vs. 0 DRM = 0%, meaning 100% damage is taken.
An increase of +84.4% damage.
37.5 DRM (27% DR) - 47.1 = -10.6%, meaning 110.6% damage is taken.
vs. 37.5 DRM = 27%, meaning 73% damage is taken.
An increase of +37.6% damage.
73 DRM (base + APO3) - 47.1 = 20.5%, 79.5% damage is taken.
vs. 73 DRM = 41.1%, meaning 58.9% damage is taken.
An increase of +20.6% damage.
Is it really supposed to be variable like that?
Well, because things appear to stack (only did the the APB/APD part). As in Player A could drop out APD - Player B could fire up APB - Player C could drop out a Mega Torp...
So the APD applies -47.1...
With the APB applying -37.8...
And the Mega Torp doing -33...
For a total of -117.9 DRR.
That 0 DRM guy would take +1562.7% damage.
The 37.5 DRM guy (27% DR) would take +273.4% damage.
The 73 DRM guy (27% base + APO3) would take +77.8% damage.
So is it variable like that...or...is the tooltip thing a display issue and APD/APB/etc are actually doing a percentage thing like the Disruptor proc?
Let DRR denote the damage resistance rating and DRP denote the damage resistance percentage. Cryptic's formula is
DRP = 3*(1/4 - (75 / (150 + DRR))^2).
There are at least two problems with this formula:
1. It was likely designed for positive DRR only, but is blindly applied to negative DRR as well. Notice that DRP approaches minus infinity as DRR approaches -150. As DRR decreases further below -150, DRP actually increases. At DRR = -300, we have DRP = 0. For DRR < -300, DRP is actually positive.
2. For large values of DRR, the effect of diminishing returns becomes more apparent. This was explained clearly by guriphu in the following thread: