Quote:
Originally Posted by frtoaster
The above is how I thought damage resistance buffs and debuffs worked. That's why adjudicatorhawk's post confused me. Why is the disruptor proc being treated differently? If I remember correctly, the tooltip said it gave 10 to damage resistance rating. If the disruptor proc now functions like a 10% resistance debuff (that is, it works like shield debuffs now), then the tooltip is no longer correct.

Hrmm, yeah  got caught up in other things and completely overlooked that. It's one of my general tooltip questions on so many things  because  well, the tooltips are broken.
They've been trying to get away from percentages and to fixed values  which makes this kind of odd. It also serves as a buff to Disruptors, no?
Going back to the guy I used.
37.5 Base = 27%
Disruptor as 10: 21.4%
Disruptor as 10%: 19.7%
73 w/ APO3 = 41.4%
Disruptor as 10: 37.8%
Disruptor as 10%: 35.5%
Quote:
Originally Posted by frtoaster
I doubt the game backwards calculates like this from damage resistance percentage to damage resistance rating. Your following conjecture is more likely.

Depends on whether it is a % or a number. If it is a number, then it is just worked into the calc like anything else. As a %, it gets a little more complicated.
Quote:
Originally Posted by frtoaster
I can't quite tell from what you wrote. Are you saying that you've tested APO, APB, and APD, and that they all just subtract from damage resistance rating? And the disruptor proc works just like adjudicatorhawk said, applying after the final damage resistance rating is converted to a damage resistance percentage?
What is this Mega Torp that decreases damage resistance rating?

I later tested to see if they show on a target, but I wasn't the target to see how the numbers played out  only that the debuffs showed on the target.
A target will show the debuffs. Would have to have two folks, with at least one of them flying a T'varo Retro/Fleet T'varo with the console  to look at what the actual numbers did.
The Mega Torp...the Burning Beachball...the console torpedo from the T'varo Retrofit. It applies a 33 DRR to the target for my guy with it (not sure if that number varies).
Quote:
Originally Posted by frtoaster
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:
http://stoforum.perfectworld.com/sh....php?p=7529611

They've got a certain amount of control as far as how low it can go, but there's that definite issue that arises as you approach that controlled cap they have. They've probably looked outside the formula to make sure that DRR never hits 150  boom, STO crashes...lol.
But still...
25 DRR = 19.9% DRP, 80.1% damage taken
25 DRR = 33% DRP, 133% damage taken
There has to be another formula out there. Some other procedure that takes place with it being negative. Kind of like what happens with Acc vs. Def...if the value is Pos or if the value is Neg. That sort of thing...hrmmm.