**Mastery Loadouts**
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Comments
The Universe of values is not limited to 100%. At least is not here in this scenario, where you can get 140% of a value.
Subtracting 100% from 140% leaves you with 40%.
100% incinerate + node 40% - immunity 100% = 40%
What you try to Do is
100% (X) incinerate + node 40% (2/5 X) = 140%(Y)
140% (Y) = New 100% (X again?) - immunity 100% (X) =0
You try to swap the Y to be X which is wrong
By the way with High sig Rulk on 10 charges has more then 100% immunity.
My 5* on sig120 has 15,2% per Charge. So 152% immunity.
I Should test Him against Mephisto i guess
Again, I understand the various mathematical explanations. I'm just talking about the language here.
In this scenario (Enhanced Incinerate, or Enhanced Bleed for the identical Omega Red Vs Morningstar issue), Will-o-wisp is correct: the percentages add and subtract the way he says. It's a bit stupid, but it's true.
In other scenarios, percentages clearly must be applied as multipliers. An example is the Hawkeye/Quake synergy that grants +15% Ability Accuracy to the whole team. This clearly multiplies everyone's AA by 1.15, rather than adding; because otherwise Black Widow on the same team would suddenly have an 18% Evade Chance. She doesn't!
Yes, it would make more sense for a resistance like Rulk's to have a multiplicative effect (i.e. 80% resistance means vague the damage first, then multiply the overall damage by 0.2), but that's simply not the way it was coded. I doubt it's high on Kabam's list of things to change, just because it's illogical. They'll probably get to it right after making Iceman immune to Coldsnap.
Given that, if you receive a 100% discount coupon for example, no matter how much the shop increase the price of their product, you will receive 100% total price discount, not 100% initial price discount
Same deal here. 100% resistant? That’s multiplier of x(1-1). We all logically assume so, don’t we?
Yet kabam begs to differ, and sure, I’m fine with that if that’s what they want the system to be. I just can’t accept the wordings tho...
If a %100 immune Rhulk fights a 80% incinerate Mephisto, he should heal 20%...No???
Joke...What I understand is, forget the % sign. Mephisto + node = 140, Rhulk is immune to 100 = 40 damage still pass.
It's different than the 100% chance to do or nullify something.
2)If Mephisto is doing 140/100 incinerate damage how much does RH need to reduce that to take no damage?
Being slightly more serious, without testing it I figure the node damage is added after Rulk's resistance is applied.
if they wanted him to be immune at 10 charges they would say immune at 10 charges like taskmaster.
this is because you are missing the assumed variable:
100%x+40%x-100%x = 40%x.
Which is simplified to
1x+.4x-1x=.4x
To get the answer a lot of these people are looking for you would have to use the equation
(100%+40%)-(100%-40%) =0
There 2 ways to handle these scenarios:
1) Additive.
2) Multiplicative.
"Normally", when dealing with percentages, you use Multiplication.
So incoming dmg: x (any VALUE .. ) ... times your resistance: 100%:
x * (your resist)% = z dmg prevented.
or another way to read it
x * (100 - your resist)% = y dmg taken.
In this case, when your resist is 100% .. you will always take 0 dmg.
However, it appears that Kabam is using Additive method. And this would be consistent with their massive update years ago when they "removed perfect block". That is, when I first played, perfect block teams could give you 0 dmg on a block.
Now they changed it so instead of multiplicatively calculating the dmg, they add it ... so you get "diminishing returns" .. you never quite get to 0 dmg ...
I believe same thing is happening here.
I do believe Kabam is doing the (as will-o-wisp put it): 100% dmg incoming + bonuses - your resist = dmg taken.
so 100% + 40% - 100% = 40%
It does work, it is a valid (sort of) way of handling these things. I don't like it ..
but I believe I understand why they did this ..
Assuming it's the same formula (or similar) to their Ability Accuracy math, then yeah, they're adding/subtracting the modifiers to it first ...
then taking that final % and applying it to the dmg.
(I reserve the right to be completely wrong on this point hehe)