- Reason
- multiplied instead of divided. Math is hrd.
Player


1.0 - (1.0 * .3) = 0.7
0.7 - (0.7 * .4) = 0.42.
At 0.5, this is a 100% increase in effective health (Taking 50% less damage, means your current health value is effectively doubled).
Paladin using SHell + Sentinal is approximately 238% effective HP.
TBN + Wall
1.0 - (1 x .3) = 0.7. This is approximately 144% effective HP.
TBN is 20% more health.
1.44 + (1.44 x .2) = approximately 173% effective HP.
"Healing" tax
Assuming two tanks with 60k hp each.
At 238% EHP, the paladin has an effective total of 142,800
At 144% EHP, the Dark Knight has an effective total of 86,400 + 17,280 (shield)
Throwing a tank Buster that won't kill either, but still require healing: 80,000 raw damage.
Paladin EHP / HP: 62,800 / 26,386
Dark Knight EHP / HP: 23,680 / 16,444
If Magic Buster
Add approximately 16% to the Dark Knight totals for DM and another 44% if DA DM.
Also, due to the way multiplicative reductions work, even if it's the same 'total' (30 + 40, 20 + 20 + 20 + 10, 50 + 20, etc), the less chunks it comes in, the better it is. Adding up to 70% mitigation effects is less powerful than a singular 70% mitigation effect. This is why the Sentinel number seems to absurd. 40% is better than 30% + 10%, and almost better than 30% + 20%, and why Shelltron, with its ability to scale, dumpsters TBN in single hit Scenarios.
Last edited by Kabooa; 05-11-2018 at 02:40 AM.
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