Incoming phys damage calculation discussion. V Engame "Pure" Armour for lvl 82/83 juiced mapping.
Hi All,
For anyone who enjoys a bit of number crunching and would like to not feel obliged to hit up ES for crazy juiced T16+2/double corrupted/delirious maps. I've been exploring creating an overly Tanky grenade build on a mercenary, Gemling, sticking to pure Armour and Cloak of Flame. V late game gear - but can still be improved upon. Adjusted version of Wudijo's build, I image this can only be reached in trade league. Lvl 95. The aim is to maximise reduction in death in Maps with delirious/double corrupted lvl 81/82/32 Maps with +4 boss atlas - whilst doing breach and ritual. Aim to face all maps mods apart from Elemental Pen/reduction Max res, DPS is easily sufficient for this. I can very easily clear Xesht +4, but would probably struggle on other +4 pinnacle bosses. I was hoping someone would be able to help with my calculations so I can make sure I understand how incoming damage is calculated and update my tables to correctly see break points. There is one worked example below using the 12x calculation for armour. Key info: 1) Cloak of Flame with 49% physical to fire 2) Catalysis Notable via megalomaniac gem: 5% physical to random Elemental (will assume cold for the below) 3) Heatproofing Notable: 25% of Armour also applies to fire damage 4) Armour = 10,000 (2500 applied to fire) 5) Armour with Scavenger Plating up = 17,000 (4250 applied to fire) 6) Elemental Resistances: 90% all 3 7) Enfeeble/blasphemy: 20% reduction in damage received (changes depending on the enemy, but will use this figure for this example) I have done my calculations under the following assumption / order: Enfeeble > Damage Conversion > Elemental Resistance > Armour Calculation It would be great if anyone could tell me if this is correct or where I have gone wrong. For a physical hit of 1,000 with full stacks of scavenger plating up 1) Initial Damage: 1,000 physical damage 2) Enfeeble Effect: Reduced damage: 1,000 * (1 - 0.20) = 800 3) Damage Conversion (Physical is 46% - the remaining after both conversions): - Physical: 800 * 0.46 = 368 - Fire: 800 * 0.49 = 392 - Cold: 800 * 0.05 = 40 4) Elemental Resistance (90%): - Fire: 392 * 0.10 = 39.2 - Cold: 40 * 0.10 = 4 5) Armour Calculation: a) Physical: - Armour: 17,000 - Reduction: 17,000 / (17,000 + 12 * 368) ≈ 79.38% - Damage taken: 368 * (1 - 0.7938) ≈ 75.88 b) Fire: - Armour applied to fire: 4,250 - Reduction: 4,250 / (4,250 + 12 * 39.2) ≈ 90.03% - Damage taken: 39.2 * (1 - 0.9003) ≈ 3.91 6) Total Damage Taken: - Physical: 75.88 - Fire: 3.91 - Cold: 4.00 Total: 75.88 + 3.91 + 4.00 = 83.79 i.e. Assuming all else equal, I can take 32 hits of 1,000 physical damage without being killed. Note: This is 80.19 damage received IF Catalysis procs fire (1/3 chance) 7) Overall Mitigation: Damage mitigated: 1,000 - 83.79 = 916.21 Mitigation percentage: (916.21 / 1,000) * 100 ≈ 91.62% 8) To achieve 90% physical damage reduction (the cap) from a 1,000 hit using armour alone, you would need circa 108,000 armour. 9) Using this formula the maximum damage I can take on full HP without being 1 shot is 12,886 (I provide this for an illustration, likely unrealistic due to debuffs). That's a 69%~ damage reduction. 10) Yes I know crazy ES is probably better. Evasion is also strong, but I found it got too dicey when dmg breaks through on very juiced maps (i.e. multiple damage / crit / atk speed multipliers) without massively nerfing my damage output. What I have above seems to have hit the sweet spot. Build is also not 'meta' in damage so won't be one shotting bosses, that's not the aim. Last bumped on Jan 9, 2025, 5:02:40 AM
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