Sooooo..
Timmy2xs
Member Posts: 175 ★
With 90% energy resistance... how is Nimrod destroying mutants still? Has to be modding, right? No way this stuff happens since he does nothing but ene
rgy damage?
rgy damage?
6
Comments
when the debuff originally would have ended. (enhanced bleed debuff) i hope im not mistaken.
When the node says +90% energy resistance, it doesn't mean that it's 90% plus whatever energy resistance they have on their base. The math is their base energy resistance X 1,90. 90% Base energy resistance would mean a value of 18000.
What the game is doing instead is taking the energy resistance, say someone like Rintrah who has 30% or 965 as a flat value, and multiplying it by that 90% factor, which makes his energy resistance 1833,5, which translates to 47,5%. Since a lot of champions in the game don't have any base energy resistance, the node will multiply the flat value, which is 0, which in all cases results in 0 as well.
TL;DR: It doesn't add 90% on top of their pre existing energy resistance, it multiplies their base energy resistance with a factor of 90%, which for most champs is 0 X 1,90 = 0%.
This is a screenshot from 2014, Juggernaut here gets a 30% fury. They changed this in 12.0 to show flat values as to make the math behind stats, buffs, debuffs and nodes more clear. The way energy resistance works here is pretty much identical. The node merely states a percentage because the node can't have a pre determined flat value, since each champ has a unique energy resistance stat. I understand that this seems extremely strange, but it's just the way the game has been since day 1.
What i meant is that yes i know weakness caps at 90% but that's not relevant here
Attack rating is not a flat stat, so Fury mechanics are unchanged between 11.0 and 12.0. Attributes that were converted to flat stats had all effects converted to flat stat modifiers, which is why the game now shows those.
Critical damage rating is the singular exception to all flat stats, in that they use a slightly different formula. The standard DR formula has an effective range of zero to 1.0. Critical damage had a larger range pre-12.0, and thus uses a different formula. Essentially it is the calculated formula times five plus 0.5. Or: Critical Damage = 5 * DR(crit damage rating) + 0.5. In percentage terms, the effective range of Crit Damage Rating is zero to 550%.
So basically, as I understand it, if you strike a champion in GC with energy damage, that's going to be reduced by ~90% (flat stats make this calculation a bit more complex). But if you land a DoT that deals energy, that's going to probably hit for a lot of damage regardless at the moment.