#1
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Can someone explain defensive disc?
It's supposed to be a 35% DR but the math always come out to closer to 40%? How does this mechanic actually work?
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#2
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First guess is the number may actually be closer to 40% hehe. We don't have definitive proof of what the values are under the hood, or what the exact calculation is. Unless the developers reveal this to us, we can never truly know. The second guess (my preferred guess) is that the number is never going to be exactly 35% due to rounding and/or floating point precision. Let us look at how much Mana you get per WIS/INT. In my experiments, I found you actually don't always get the same number. At level 60 the number fluctuates between 11 and 12 mana per WIS/INT, depending on how much you increase it. This leads me to believe P99's rounding and/or floating point precision isn't highly accurate. This makes sense because it is an old game. You want lower precision so you can reduce storage/processing. So it is simply possible that rounding and/or floating point precision ends up giving you a bit more damage reduction. When you reduce 147 damage by 35%, you end up with 95.55. Since the damage numbers are always whole, at absolute minimum you are rounding the number down or up, so either 94 or 96.
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Last edited by DeathsSilkyMist; 08-01-2022 at 11:38 AM..
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#3
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There are only 20 possible hit values in every swing. Warriors ignore the top value leaving 19 values left. Defensive disc allows a warrior to remove the next top 7 damage values leaving the bottom 12 damage values left. If a mob only has "max damage" values in its bag of hits defensive disc does nothing like in plane of growth.
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#4
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Random visitor from the past strolling through:
Damage = Damage Bonus + Damage Interval multiplied by a random# between 1 and 20. Short hand is Damage = DB + (DI *(value 1-20)). The Damage Bonus is a static value (until shielding comes in PoP) and is unaffected by defensive disciplines. Defensive Disciplines act on the Damage Interval side of the equation. Player AC and NPC Attack also work via adjusting the distribution of the 1-20 number that is multiplied by the damage interval. Avatar of War for example has a Damage Interval off 45 and a Damage Bonus of 254. So, an example max hit without defensive would be 254 + (45 * 20) = 1154. Defensive just impacts the distribution of that roll for the damage interval. Basically halves the DI value, so a 20 becomes a 10. Example max hit with defensive: 254 + (45 * 20/2) = 704. Thats the mechanics at least. The DB and DI values may differ here.
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#6
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ok that makes sense. Thank you for the explanation!
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#7
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#9
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