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ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0028429 | LK core | Others / Остальное | public | 2023-12-07 18:05 | 2024-01-09 22:04 |
Reporter | Cdrivegodx | Assigned To | Alica228 | ||
Priority | urgent | Severity | crash | Reproducibility | always |
Status | closed | Resolution | no change required | ||
Platform | Windows | OS | 10 | OS Version | x64 |
Summary | 0028429: Устойчивость , PvP Resilience | ||||
Description | Перестала работать устойчивость , не знаю с какого момента , может быть изза урезки , ведь даже по дуелям и бг можно заметить что в даже в хард капе устойчивости 1414 прилетают плюхи в 7-9к урона , что попросту не возможно как урон при хард капе снижается на 33% + армор = тычка должна быть в 15к для такого урона , что невозможно в реалиях лк , на LK classic я не видел больше 5к от фуловых чаров по хард капу устойчивости , или может быть проблема в формулах. Я считаю что ето требует немедленного фикса так как руинит всю суть PVP и отберает все удовольствие от етого аспекта игры | ||||
Steps To Reproduce | 1% Resilience will: Reduce chance to be crit by 1% Reduce damage from all crits by 2.2% Reduce all player-caused damage by an additional 2% Reduce mana drained by 2.2% 94.3 resilience rating per 1% resilience at level 80 39.4 resilience rating per 1% resilience at level 70 25 resilience rating per 1% resilience at level 60 -------------------------------------------------------------------------- One percent of resilience has the following effects: Chance to be critically hit reduced by 1%. Damage taken from crits that do land have their critical strike damage component reduced by 2.2%. Damage taken from all player attacks reduced by additional 2%. Amount of mana drained or burned by mana-draining effects is reduced by 2.2%. ---------------------------------------------------------------------------------------- As part of the combat rating system, the amount of resilience rating needed to get a certain amount of resilience increases with level. A higher level player will need more resilience rating to get the same effect as a lower level player. At level 80, a player needs 82 resilience rating to get 1% of resilience. Resilience only reduces overall damage taken from players - the reduction has no effect on the damage of mobs other than to reduce critical chance and critical damage. -------------------------------------------------------------------------------------------------- Damage mitigation The effect of resilience is related to the equations for calculating critical strike damage. A player's average damage caused for a single spell or ability is given by the following equation, where C is the critical strike rate, and B is the critical strike damage bonus component. That is, how much extra damage a critical strike gives compared to a normal hit. Percentages are expressed in decimal form (i.e. a number between 0 and 1). Melee attacks typically have a value B of 1.0 (100%), spells a value B of 0.50 (50%). However, most classes have talents that can increase the bonus B for certain spells or abilities. Avg. Damage = [Hit Damage * (1.0 - C)] + [Hit Damage * (1.0 + B) * C] The first half of the equation is damage dealt from hits and the second part is damage dealt from crits, with each weighted by the probability of it occurring. For the purposes of analyzing resilience, we only consider attacks that deal damage, which will be hits and crits in PvP combat. Note that (1.0 - C) in the first half and C in the second half add up to 100%. For example, a warlock using Spell shadow shadowbolt [Shadow Bolt] who has the Spell fire fire [Ruin] talent will have a critical strike bonus B of 1.0 (100%) for that spell. This particular warlock also has a crit rate of 0.30 (30%) with Shadow Bolts. If a non-crit is 2000, and a crit is 4000, then the average overall damage for casting Shadow Bolt will be 2600. Avg. Damage = [2000 * (1.0 - 0.30)] + [2000 * (1.0 + 1.0) * (0.30)] Avg. Damage = [2000 * 0.70] + [2000 * 2.0 * 0.30] = 2600 Resilience modifies the C variable and the crit damage portion of the equation. The critical strike rate is directly reduced, and the crit damage is multiplied by a reduction factor. Furthermore, the total amount of damage the warlock would do is also multiplied by a reduction factor. The updated equation for average critical strike damage, where res is the target's resilience as a percentage reduction, is given below: Avg. Damage = [ [Hit Damage * (1.0 - (C - res))] + [Hit Damage * (1.0 + B) * (C - res) * (1.0 - 2.2*res)] ] * [1.0 - 2*res] For the warlock example above, if the target has 1% resilience, the base damage is reduced by 2%, so a normal Shadow Bolt would hit for 1960. It will crit only 29% of the time, and will only do 3834 damage. The result of this is that the average damage per Shadow Bolt will now be 2503.39. Compared to a 2600 average with no resilience, the target with 1% resilience will receive about 3.7% less damage overall from this warlock's Shadow Bolts. Avg. Damage = [ [2000 * (1.0 - (0.30 - 0.01)] + [2000 * 2.0 * (0.30 - 0.01) * (1.0 - 2.2*0.01)] ] * [1.0 - 0.02] Avg. Damage = [ [2000 * 0.71] + [2000 * 2.0 * 0.29 * 0.978] ] * [0.98] = 2503.39 As an extreme example, consider a rogue who has a 100% crit rate with a standard weapon attack. Melee attacks have a critical strike bonus of 100%. If the average attack is 200, crits are 400. With a 100% crit rate every attack should now crit for 400. If the target has 1% resilience then only 99% of attacks will critically strike and the damage of those crits will be reduced by 2.2%, and the damage of all attacks will be reduced by another 2%. One out of every hundred attacks will now only hit for 196, and the rest will still be critical strikes but only deal 383 damage. This means the average attack is now reduced to 381.50 overall, resulting in a 4.624% total damage reduction. Avg. Damage = [ [200 * (1.0 - (1.0 - 0.01)] + [200 * 2.0 * (1.0 - 0.01) * (1.0 - 2.2*0.01)] ] * [1.0 - 0.02] Avg. Damage = [ [200 * 0.01] + [200 * 2.0 * 0.99 * 0.978] ] * [0.98] = 381.5 Now, consider the same rogue attacking targets with 2% and 3% resilience. Avg. Damage = [ [200 * (1.0 - (1.0 - 0.02)] + [200 * 2.0 * (1.0 - 0.02) * (1.0 - 2.2*0.02)] ] * [1.0 - 0.04] Avg. Damage = [ [200 * 0.02] + [200 * 2.0 * 0.98 * 0.956] ] * [0.96] = 363.60 Avg. Damage = [ [200 * (1.0 - (1.0 - 0.03)] + [200 * 2.0 * (1.0 - 0.03) * (1.0 - 2.2*0.03)] ] * [1.0 - 0.06] Avg. Damage = [ [200 * 0.03] + [200 * 2.0 * 0.97 * 0.934] ] * [0.94] = 346.29 2% resilience reduces average incoming damage by 9.1% (a 4.48% increase over 1% resilience) and 3% resilience reduces incoming damage by 13.43% (a 4.33% increase over 2%). There's an insignificant diminishing returns effect on overall damage reduction for each additional point of resilience. It should be obvious that the smaller the critical strike components are in any attack, the less of an effect a target's resilience will have. Consider a mage casting a 1000 damage untalented Frostbolt with a 20% chance to critically strike and a damage bonus of 50%. Against a target with no resilience, the average damage per Frostbolt is 1100. Avg. Damage = [1000 * (1.0 - 0.20)] + [1000 * (1.0 + 0.5) * (0.20)] Avg. Damage = [1000 * 0.80] + [1000 * 1.5 * 0.20] = 1100 Now against a target with 3% resilience: Avg. Damage = [ [1000 * (1.0 - (0.20 - 0.03)] + [1000 * 1.5 * (0.20 - 0.03) * (1.0 - 2.2*0.03)] ] * [1.0 - 0.06] Avg. Damage = [ [1000 * 0.83] + [1000 * 1.5 * 0.17 * 0.934] ] * [0.94] = 1004.1 The 3% resilience is only reducing overall damage from Frostbolt by 8.72%, where it was reducing damage from the crit-happy rogue by 13.43%. Now consider the same Frostbolt, talented with Spell frost ice shards [Ice Shards] (crit component doubled). Avg. Damage = [1000 * (1.0 - 0.20)] + [1000 * (1.0 + 1.0) * (0.20)] Avg. Damage = [1000 * 0.80] + [1000 * 2.0 * 0.20] = 1200 Now against a target with 3% resilience: Avg. Damage = [ [1000 * (1.0 - (0.20 - 0.03)] + [1000 * 2.0 * (0.20 - 0.03) * (1.0 - 2.2*0.03)] ] * [1.0 - 0.06] The overall damage reduction is now 10.1%. PvP Sample This is a sample of how resilience works in real PvP. The target suffers 8k direct damage (with 10/20/30/40% critical chance) and more 2k from dot.(8k+2k=10k damage but the deflection is critical chance for the 8k) green→7272,7272 (normal) with 10% critical chance + 2000 (dot) = max 10k Damage purple→6666,6666 (normal) with 20% critical chance + 2000 (dot) = max 10k Damage yellow→6153,8461 (normal) with 30% critical chance + 2000 (dot) = max 10k Damage blue→5714,2857 (normal) with 40% critical chance + 2000 (dot) = max 10k Damage Calculation base:1414.5 resilience → 33% critical damage reduction 1 resilience: critical chance reduction and dot reduction: 0,010608204 1 resilience: critical damage reduction and manadrain reduction: 0,023338048 Avg. Damage = [ [1000 * 0.83] + [1000 * 2.0 * 0.17 * 0.934] ] * [.94] = 1078.7 If we have a great rate (800+), we have major protection against players with high critical chance. This diagram shows the cap and the another border where the line fault (crit% 0). We can see all 4 curves are hooked till the crit chance become 0 or reach the cap. After that they are linear. More resilience is more protection but it is rarely linear!!! The damage reduction from a critical strike is capped at 33%, which equates to 1414,5 resilience (94.3*33/2.2) at level 80 . This reduces your crit damage taken by 33% (the max allowed). It's a soft cap because there is no limit on your ability to reduce another player's % chance to crit against you (other than they can't go below 0%). The cap is just on the damage reduction of the crit. ) | ||||
Additional Information | Написал инфу с зарубежного форума с формулами и подсчетами , как должна работать устойчивость | ||||
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@Cdrivegodx Здравствуйте, проблем с устойчивостью не вижу. Пруф: 1) 1229 Устойчивости https://egammi.net/image/quF4 2) 849 устойчивости https://egammi.net/image/quFm 3) 0 устойчивости https://egammi.net/image/quFB при 1229 устойчивости по идее будет 28.6723223% ресайленса это срез дамага на 57.3446446% и ещё сверху срез критов на 63.07910906% |
Date Modified | Username | Field | Change |
---|---|---|---|
2023-12-07 18:05 | Cdrivegodx | New Issue | |
2023-12-12 10:05 | Elhoron | Note Added: 0073953 | |
2023-12-15 09:57 | Alica228 | Assigned To | => Alica228 |
2023-12-15 09:57 | Alica228 | Status | new => feedback |
2024-01-09 22:03 | Alica228 | Status | feedback => closed |
2024-01-09 22:03 | Alica228 | Resolution | open => no response from player |
2024-01-09 22:03 | Alica228 | Category | Общая => Others / Остальное |
2024-01-09 22:04 | Alica228 | Resolution | no response from player => no change required |