**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 whole 140/100 thing is nice and it explains what is happening in the game, but it makes no sense.
Say a 2* does 10 incinerate damage. +40% that makes 14. Rulk, regardless of star level, takes 4 damage.
A 6* does 400 incinerate damage. No node. Rulk takes no damage. Even though this number is far higher than the modified 2*. It is, you could say, a much more extreme circumstance.
There is no resistant material in the world that works this way. Below the threshold, it holds. The threshhold is an absolute number.
And no hulk cant take damage from neither 2* or 6* if he has 100% resist and there are no node that increases his incinerate damage. (400damage) - (400resistance) = 0 damage done. That damage can be 100million but if he has 100% resistance to that 100million it does not do damage.
U need to understand that that damage number is each time different thats why its represented by percentage.
In real world scenario fire blanked has lower tolerance to heat that is represented by 100% than a fire suit thats aswell is represented by 100%. both of them can resist 100% their own heat represented number. So if u increase heat potency for both items higher than 100% that they can handle they both will melt. So u see number does not mean anything when u increase heat potency percentage even in real life
1) Game.
2) 100% fire resistant material burns.
2. We have established that already. The problem is that there is a temperature point at which it burns and there is no such indicator here for Red Hulk.
Keep shouting about fire resistant material (that actually burns) and has no relevance to 100/100 while thinking it has weight here; I will continue to read it, for it is insanely comical. Toodles.
If potency refers to the temperature of Mephisto's flames and not just the amount of damage, which has been used as an argument so far, and if we assume that the temperature of hellfire is the same regardless of * rating, then we are talking. The node increases the temperature at which it burns, and therefore passes the 100% resistance on Rulk because that temperature is a constant throughout the game.
You could then argue that the bigger damage from higher ranked Mephistos doesn't come from higher temperature but from higher heat release.
Math serves the other sciences, not the other way around.
Also numbers do tell a story, it is literally the language of science, when you know how to read numbers you can see what has happened to our solar system, where planets have come from, where they have gone. Every language requires interpretation to meaningful, even English, it is just probably your primary language so you do it innately at this point. Stop taking things for granted, and think outside of your base understanding.
That threshhold was never established. Until the point of temperature came up.
What I meant with physics vs math is that physics tries to explain while math merely describes. I was looking for a physics answer, not a math answer. Maybe that's where we misunderstood each other. Maybe what you had already assumed was logical, temperature increase for example, simply had not entered my thoughts yet. I don't know. I just know that an answer that says "140/100" describes what is happening, not how it is happening.
In other words, why does Mephisto overcome Rulk. The answer is that the temperature of the flames must have been affected by the node to take it past its resistance point. And then it probably also affects the heat spread, because the aura also does 40% more damage.
If we compare Rulk to a fire resistant wall panel that delays a fire, that is taking damage slowly, very little at first, more so the longer it is exposed, before it bursts into flame, or it melts, or smoulders or whatever, that would mean Rulk could never take 0 damage. It would be very very low, maybe 1 per tic, and increase the longer you stay in close proximity to heat. That's not the case either.
I get that devs didn't even consider this. Just slapped on 40% and it works.
but this is just playing semantics and completely missing the point ..
So a 2* trying to inflict 40 damage per second, when boosted by a node actually causes (40-40+16) 16 damage per second.
Whilst the 6* trying to inflict 400 damage per second fails to inflict any damage whatsoever.
If you stop focusing on how the percentages 'add up' or 'multiply', and it does become absurd. Kabam mathematics is essentially saying that the opponent with an Enhanced Cigarette lighter can burn you, but the opponent with an ordinary flamethrower can't...