Message me any time in game.
(edited by The Gates Assassin.9827)
I’ve been stuck on this for about an hour and a half now.
Here’s what I’m trying to do:
I want to calculate how much extra armor you need to give yourself a certain percentage of less damage
This is the damage formula for direct damage:
Damage done = (weapon damage) * Power * (skill-specific coefficient) / (target’s Armor)
Weapon damage we can set to an average of 1000.
Power we can set to a base of 2000 (Fairly normal for power builds)
Skill-Specific Coefficient we’ll assume it’s the same skill each time and to make it easy, we’ll say the coefficient is 1.
Target armor we’ll set to 2000 for simplicity’s sake.
Really, we can turn this entire thing into one small compact formula, assuming all things stay the same:
Damage done = Offensive numbers / Armor
Now, we want a percentage change, so we need to divide this number by damage done as if the armor was X higher.
Damage done with higher armor = Offensive numbers / (armor + x)
X is the bonus armor we need to get the percentage of less damage we want.
For the percentage, we combine them:
(Offensive numbers / Armor)
/
(Offensive numbers / Armor + X)
=
(Decimal version of percentage)
Isolating X has given me:
X = (Armor/Percentage) – armor
Multiplying this by 100 should be the right answer.
Should
Why am I stupid and getting ridiculous answers? I’m pretty sure that 1799900.0 is FAR from the added toughness I need for 10 percent less damage taken.
EDIT: I fixed up some mistakes, but I’m getting -1800 now. It could possibly mean you need 200 armor?
EDIT AGAIN: Doesn’t work. Adding higher percentages results in needing less additional armor, so that’s clearly false.
(edited by The Gates Assassin.9827)
I’ve been drinking but… 200 armor should be roughly a 10% damage reduction with your current numbers. We can simplify this a lot for my drunken mind by just getting rid of the coefficient as we’re using 1 anyways.
So 2,000,000/2,000=1,000
2,000,000/2,200=909.09… something something
909.1/1,000=0.9091
1,000/909.1=1.09989…
What are you confused about again? Simple rule of thumb within the numbers we’ve been given:
armor added/your armor=%damage decrease
Unless I’m drunker than I think.
I can solve for the percentage pretty easily, but I can’t figure out a way to solve for the bonus armor. I want to be able to say
“What amount of extra armor gives me 50% less damage?”
In the end, you’re pretty much spot on. 200 Armor is about 10% less damage. 400 is exactly 20% less damage. I realize I basically have the answer through trial and error, but I was hoping to make a program that can solve the above question. Kinda annoyed me that I couldn’t isolate X and figure it out.
EDIT:
Holy kitten a drunk guy just owned me on this. Yeah. That’s a much simpler way to do this.
Wait… so does this mean the more armor you have, the less effective 400 extra armor would be?
EDIT AGAIN:
Wait…This totally ignores power. That makes no sense.
(edited by The Gates Assassin.9827)
On vacation w/o my laptop, but...
As it turns out, enemy offensive stats don’t matter in this calculation. In other words, ignoring power is the right way to go. Unless you’re measuring the benefit of an additional point of power against an additional point of toughness, of course.
Also: yes, +400 toughness is less effective at, say, 3000 defense than at 2000. Actually, that’s a simplification, but... Whatever. As it turns out, damage reduction also varies with vitality. For example, if you have 10000 health and 50% damage reduction, you can absorb 20000 damage relative to base. On the other hand, if you have 30k health and 50% damage reduction, then you’ll be able to absorb 60k damage relative to base.
Anyhow, I try to keep my specific equations secret to most, but if there’s anything in specific you want me to compute, I can probably pull it off in my head.
Cheers,
~Arctu
http://gw2buildcraft.com/articles/calculator-faq/#damage-reduction
Check out that page it will be of use to you. Their build calculator (http://gw2buildcraft.com/calculator/) also calculates damage reduction as well.
It looks like it ranges quiet a bit. Gaining 400 armor at 3k armor is only ~13% less damage and gaining 400 armor at 2k armor is about 20% less damage.
Crazy. I really wish they made this system a bit less complicated.
It looks like it ranges quiet a bit. Gaining 400 armor at 3k armor is only ~13% less damage and gaining 400 armor at 2k armor is about 20% less damage.
Crazy. I really wish they made this system a bit less complicated.
That is just the price to pay for linearity. The fact is that the system is so simple that armor and damage follow a pretty straight line when looking at any one stat. Since the system is linear, every point you add is a smaller percentage of the previous point added. I.E. 400 toughness at 2000 armor gives more of a damage decrease than 400 toughness at 3000 armor.
Be thankful it works in this system. Non-linear systems have a habit of having either really steep drop offs, or growing exponentially out of control. I’ve played MMOs where the toughest classes are literally 200 times more durable than the squishiest classes.
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