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Old 02-27-2015, 12:52 AM   #41
godismyjudge
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Quote:
Originally Posted by _Enio_ View Post
Nice finds.

No not really, if your damage is evenly distributed over 1, 2 ...6 damagetypes it will not be more damage. But i.e. if you manage to stack one damage alot and have only small values on all other damage types it could boost your damage well. (If i understood that correct on the quick skim)
This.
ten chars.
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Old 03-04-2015, 12:13 PM   #42
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Alo.

Found some time and did some damage tests in arena (thank Allerina for his free time and patience being the dummy).

So, I did 5 tests. In all cases the defender was wearing the WM marks full set, i.e. 235+10 per piece with its fixed well-known resists.

The attacker was wearing the following bows:
Test #1: Fast 25 bow
Test #2: Medium 35 bow
Test #3: Slow 35 bow (New Magna)
Test #4: Initiation bow and arrows with Vesp Amu and 2 Eve Rings
Test #5: Initiation bow and arrows with Vesp Amu and 1 Eve Ring

Results are shown below (Measurement) and are compared to two theories:
Theory #1 is forum_26m8j65892lz0895's theory which can be found here.
Theory #2 is Kitsuni's theory which can be found here.



In all cases the second theory seems to give more accurate results. So, if this is correct, then the final conclusion is that it's better to equally distribute your damage in all types (probably with preference on elemental cause of generally less buffs on these types) in order to have the maximum chances to exploit enemy's very bad or bad resists on some types. This is valid if we assume that all armor resists are random and exclude from our analysis WM armor which offers fixed resists.
If someone insists that the other theory is more accurate then the conclusion is what Enio said here.

As a side note, I would like to comment the following:
1. For some strange reason the DMG window of Measurement in Test #3 is 29 (it's the magna bow). According to both theories I expected somewhere close to 35. I did many tests (more than 300 hits) but didn't manage to broaden more the window.
2. The negative windows in Tests #4 and #5 of first theory are not an outcome of wrong calculations. Negative windows actually happen cause of the armor division consideration on this damage calculation theory.
3. The rounding used in game is actually a rounddown approach. E.g. 100.4 is 100, and 100.9 is also 100 (not 101).
4. There is a third theory which can be found here and in one more post I can't find atm... According to this, there is the primary damage type, then the secondary type, etc., each of which has different modifier on the armor reduction. Unfortunately, he/she didn't give any specific values for these modifiers, therefore I didn't manage to reproduce it.

Best,
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Last edited by LawZ; 03-04-2015 at 12:29 PM.
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Old 04-26-2015, 08:46 AM   #43
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The armor calculator made by Kitsuni and Nekoko seems to have got an update to v6.0, check link below. As far as i read here, this would be the last update, since both have stopped playing CoR.

Dunno yet if they have calibrated any of their formulas on this version. We will figure it out as we use their tool.

Armor Calculator v6.0 - Kitsuni & Nekoko

Best,
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Old 04-26-2015, 08:58 PM   #44
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Nice.. thanks for sharing lawz. :]
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Old 05-01-2015, 03:09 PM   #45
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Quote:
Originally Posted by LawZ View Post
The armor calculator made by Kitsuni and Nekoko seems to have got an update to v6.0, check link below. As far as i read here, this would be the last update, since both have stopped playing CoR.

Dunno yet if they have calibrated any of their formulas on this version. We will figure it out as we use their tool.

Armor Calculator v6.0 - Kitsuni & Nekoko

Best,
After using it for some boxed gear in AMUN, I didn't notice any revised formulas on it. The basic armor calculation algorithm is the same as in previous versions.

Best,
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Old 01-25-2016, 06:20 PM   #46
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Quote:
Originally Posted by LawZ View Post
After using it for some boxed gear in AMUN, I didn't notice any revised formulas on it. The basic armor calculation algorithm is the same as in previous versions.

Best,
Both theories are wrong but They were close

Now my tehory :

each type of incoming damage is proportionally reduced by the percentage that such damage have the sum of all damages.
Resistance damage/type in armor is the maximum value reaching this harm reduction

Example:
Armor champion hunter, Very bad, good, bad, bad, Very good, good 235+0 all items

incoming:
400 pierce, 30 fire, 24 light= 454 mixed damage
88.10% , 6.60%, 5.28% = 100% mixed damage =>

reduccion pierce= 204 *88.10%=179.724 resistence pierce damage
reduccion fire=110 *6.60%=7.26 resistence fire damage
reduccion light=204*5.28%=10.77 resistence light damage
=>

400-179+30-7.26+24-10.77=257 incoming damage



resistence pierce in this case 179.724<204 maximun resistance to pierce

204 is the top for this armor to pierce


Testing
testing
t e s t i n g

Last edited by matias_barbaro; 01-25-2016 at 07:27 PM.
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Old 01-25-2016, 08:01 PM   #47
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Quote:
Originally Posted by matias_barbaro View Post
Both theories are wrong but They were close

Example:
Armor champion hunter, Very bad, good, bad, bad, Very good, good 235+0 all items

incoming:
400 pierce, 30 fire, 24 light= 454 mixed damage
88.10% , 6.60%, 5.28% = 100% mixed damage =>

reduccion pierce= 204 *88.10%=179.724 resistence pierce damage
reduccion fire=110 *6.60%=7.26 resistence fire damage
reduccion light=204*5.28%=10.77 resistence light damage
=>

400-179+30-7.26+24-10.77=257 incoming damage



resistence pierce in this case 179.724<204 maximun resistance to pierce

204 is the top for this armor to pierce


Testing
testing
t e s t i n g
Do you mind futher elaborating how exactly you calculated these 204, 110 and 204, for pierce, fire and light, respectively?

How are these values related to 235+0 with these specific resists (in your example)?

Thank you,
Dr. LawZ
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Old 01-25-2016, 09:20 PM   #48
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Quote:
Originally Posted by LawZ View Post
Do you mind futher elaborating how exactly you calculated these 204, 110 and 204, for pierce, fire and light, respectively?

How are these values related to 235+0 with these specific resists (in your example)?

Thank you,
Dr. LawZ
http://kits.boxedfox.org/armor

page one, Use this tool for example.

testing in sand steell,
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Old 01-26-2016, 12:26 PM   #49
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Quote:
Originally Posted by matias_barbaro View Post
http://kits.boxedfox.org/armor

page one, Use this tool for example.

testing in sand steell,
You are actually using Kitsuni's method, but probably you haven't realized it yet.

Kitsuni says that Total_damage_dealt = (Character_Sheet_Damage) - Σ[(Damage_Type_Percent)*(Type_Armor_Reduction)]

You said that Total_damage_dealt = Σ[(Damage_Type)-(Damage_Type_Percent)*(Type_Armor_Reduction)]

The above equations are actually identical, because (Character_Sheet_Damage) = Σ[(Damage_Type)]. And the evidence for that is the photo below.



Best,
Dr. LawZ

PS. "Σ" means Sum.
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Old 01-27-2016, 12:03 AM   #50
matias_barbaro
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Quote:
Originally Posted by LawZ View Post
You are actually using Kitsuni's method, but probably you haven't realized it yet.

Kitsuni says that Total_damage_dealt = (Character_Sheet_Damage) - Σ[(Damage_Type_Percent)*(Type_Armor_Reduction)]

You said that Total_damage_dealt = Σ[(Damage_Type)-(Damage_Type_Percent)*(Type_Armor_Reduction)]

The above equations are actually identical, because (Character_Sheet_Damage) = Σ[(Damage_Type)]. And the evidence for that is the photo below.

http://s27.postimg.org/wwyf19meb/Photo.png

Best,
Dr. LawZ

PS. "Σ" means Sum.
it is difficult to understand complex paragraphs in English for me.
I speak spanis. I just realized that I never get to understand the theory of katsuny.
by your words it is that I understand now.
but. Are u shure she say: - Σ[(Damage_Type_Percent)* ?

she never showed numbers or formulas or example ... I'm not sure she said - Σ [(Damage_Type_Percent) *

if she says that then
in fact, my theory is the same
I reduce the armor, not the types of damage...

"reduccion pierce= 204 *88.10%=179.724 resistence pierce damage"

204 resistence pierce damage for armor champion hunter (good for pierce)...

Last edited by matias_barbaro; 01-27-2016 at 01:29 AM.
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