View Single Post
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
05-18-2012, 01:23 PM
Originally Posted by faithborn
except that the weird thing about it is that a lot of games use this approach with a few variations to keep people from becoming invulnerable. It's actually an extremely common formula. Games do this because after 50% damage reduction, effective health becomes substantially larger at smaller intervals. Health is doubled at 50%, 75%, 87.5%, 93.75%, 96.875%, so on and so fourth. Without diminishing returns, you could easily go invulnerable from just about anything.

Here are some other common variations:
League of Legends: ( 1 - ( 100 / ( 100 + armor) ) )
Guild Wars: fD = iD * ( (.5) * (armor-60)/40)
Indeed. 90 % damage resistance means that your enemies have to deal 10 times as much damage as they'd need without resistances. 95 % means 20 times as much damage is required for the same affect.

A cap and a diminishing return formula seems unavoidable if you don't want to hand out invulnerabilities all the time...