When does it not? I can't say I've ever seen such an example. I'd like for you to provide one, since I'm legitimately curious. It would be more helpful than acting smug and pretending to know something I don't know without providing anything to back you up.
It *should* be such that you'd divide by 0.9 rather than multiply by 1.1, according to the tooltips. I had never done testing of my own to prove it, that's just the way it should work, if the tooltips are actually accurate to the way the devs set up damage calculation. This is simply because:And the former is what all the guides go with, and is probably more accurate. And a difference of 1/90 will start giving you wrong numbers as soon as your damage exceeds 90 points, which was forever ago. Once you're up past 900 damage abilities, you're looking at 10 points off from expected value.
No Disembowel:
100% dmg v 100% resistance = 100/100 = 100% damage
Disembowel:
100% dmg v 90% resistance = 100/90 = 111.1111% damage
However, I just ran tests on it hoping to confirm the way the tooltips say it. I was proven wrong. I didn't use a parser for this, since I feel like all of this was just an attempt to bait me into doing so. I scraped the data from my combat log by hand and entered it into excel to run the calculations.
http://puu.sh/koUcA/9108110013.png
There's more data points beyond the bottom, I just can't be arsed to clip multiple images together to show all of it. Came out to a 10% buff, so I retract my statements. x:
I included there a calculation using Sunny's damage formula to get an estimated potency for Heavy Thrust. That damage formula scales potency linearly according with damage. I feel like it would be far more disparate than 0.45% if this were a thing that doesn't scale linearly. To test THAT further, I ran another test with the whole Full Thrust combo:
http://puu.sh/koVh9/8b4d231584.png
The formula being used there is:
Damage Dealt = ((Potency/100)*(WD/25+1)*(STR/9)*(DET/7290+1)*BUFFS)-1
BUFFS in this situation is a flat 1, because the dummy has nothing special on it. But, yeah. Potency is weird and totally not linear at all? I'm really really confused as to why you would think that is the case.
And, again. All of this was done without the aid of a parsing plugin/program. A parser wouldn't have even sped things up, since the battle log as I set it up for my purposes is no less easy to read than a parse would be. Also important to note re: potecy scaling.
Vorpal Thrust:
Combo: 200
Not: 100
Diff: 100
Diff/Combo = 100/200 = 50%
Full Thrust:
Combo: 360
Not: 100
Diff: 260
Diff/Combo = 260/360 = 72%
These numbers are reflected in the battle log as the % by which damage is increased due to combo potencies. Everything seems to be backing that they scale linearly, so I'm gonna need a very convincing argument to show me that I'm wrong on this.
(how is this still on topic? I'm continuing to prove that you can calculate and discover the skill floor for your class *without* the aid of a parser, so the argument that you need one to know if you are even meeting bare minimum for your class is baseless)