Sigil of judgement?
I am going to go ahead and admit that I am completely guessing, but it’s probably multiplicative, so you’d end up taking (1 – .33) * (1 – .1) = .6 of normal damage, which is the equivalent of 40% damage reduction.
It stacks linearly. It will end up as 43% damage reduction.
Rampage Wilson – Charr Engineer
Sea of Sorrows
It stacks linearly. It will end up as 43% damage reduction.
Linearly in the sense that if you have 33% damage reduction from protection and you have another source with 10% damage reduction, you are taking 10% less damage from the 67% of damage that you were taking with protection.
Pretty sure it’s multiplicative. Going from 33% reduction to 40% reduction is still 10% less damage taken.
Disclaimer: I could be wrong, but that makes the most sense to me. Rarely are mechanics like this additive in any game. That would mean that the more damage reduction you have, the more new damage reduction is worth. Additive stacking also allows for 100% reduction assuming there is no artificial cap.
Consider an edge case. Say I have 98% damage reduction. I go from 98 to 99% damage reduction. In reality, that increase causes me to take 50% less damage than I did before.
It stacks linearly. It will end up as 43% damage reduction.
Linearly in the sense that if you have 33% damage reduction from protection and you have another source with 10% damage reduction, you are taking 10% less damage from the 67% of damage that you were taking with protection.
Pretty sure it’s multiplicative. Going from 33% reduction to 40% reduction is still 10% less damage taken.
Disclaimer: I could be wrong, but that makes the most sense to me. Rarely are mechanics like this additive in any game. That would mean that the more damage reduction you have, the more new damage reduction is worth. Additive stacking also allows for 100% reduction assuming there is no artificial cap.
Consider an edge case. Say I have 98% damage reduction. I go from 98 to 99% damage reduction. In reality, that increase causes me to take 50% less damage than I did before.
Yeah, but is there a way to get that high of a damage reduction? Pretty sure we’re stuck at a maximum of 43%.
Does armor/toughness interact additively with that 43% then?
Note that I’m not saying that it doesn’t. Please enlighten me.
If that’s the case, I need to rework some stat allocations to take advantage of this.
Yeah, but is there a way to get that high of a damage reduction? Pretty sure we’re stuck at a maximum of 43%.
The point was that damage reduction becomes worth more the more you have of it if it stacks additively like you suggest.
Yeah, but is there a way to get that high of a damage reduction? Pretty sure we’re stuck at a maximum of 43%.
The point was that damage reduction becomes worth more the more you have of it if it stacks additively like you suggest.
And my point was it doesn’t matter because current mechanics don’t allow us to get that high anyway, otherwise all guardians would do 100% damage reduction. I don’t care if it reduces my damage to 0, I could finally be a tank again. T-T When you have mechanics that are possible (i.e. 100% crit build) people will find ways of getting it. We don’t have that. The most we can do is 40-43%. Still good, though.
im gonna throw in my completely uneducated guess with andybmcc. this is how it almost always works in games. someone attacks you for 100, then it is reduced by 10% from signet of judgement so its at 90. Then that 90 is reduced by 33% from protection so its at 60. Then that 60 is reduced by your armor which happens to be 67% damage reduction, and the final damge you take is 20. If it was additive then your total damage reduction would be 10% + 33% + 67% = 110% and you would get healed each time someone hit you instead of taking damage