over 5 years ago - /u/Mark_GGG - Direct link

Originally posted by UnAVA

Wait am I missing something or was Immortal Call buffed since the announcement?

25% base + 15% * 5 = 100% less physical damage, which means you CAN be completely immune. I'm pretty sure that wasn't part of the original announcement.

EDIT: yeah it seems buffed. It used to be 35% + 10% * 5 = 85% mitagation. They also added a thing to prevent immortal builds so I guess that's balanced?

25% base + 15% * 5 = 100% less physical damag

Multiple "less" modifiers never add together, they're multiplicative with each other.

over 5 years ago - /u/chris_wilson - Direct link

Originally posted by MrMeltJr

Well this explains some things.

We balanced around this bug a while ago, it's just that now it's fixed and balance around again.

over 5 years ago - /u/Mark_GGG - Direct link

Originally posted by ReneDeGames

Is the same true of more multiplies, that multiple more's from a single source are multiplicative together.

i.e. would the new frenzy have at 5 charges 25% more damage/attack speed, or ~27% more damage/attack speed?

I suspect you are not actually considering multiple modifiers. Multiple "more" or "less" modifiers are always multiplicative with each other.

A modifer which says "x% more [stat] per Y" is not multiple modifiers, it is one "more" modifier, with a value that varies based on Y.

The new Immortal Call has exactly two modifiers to Physical Damage Taken. One of them has a static value (for a given level of IC) and the other has a value which is modified per endurance charge consumed. Regardless of the number of charges consumed, there are still exactly two "less" modifiers to physical damage taken. These two modifiers are multiplicative with each other, because they are "less" modifiers.

The second one using "per" to detemine a variable value for the modifier, does not make it into more than one modifier.

EDIT: corrected my description of the modifiers on IC to "less" damage taken rather than "more". That'd be quite a nerf :P

over 5 years ago - /u/Negitivefrags - Direct link

Originally posted by sporicle

Furthermore:

Now requires that you hit an enemy in order to produce projectiles, and splits the number of projectiles it produces evenly among all targets (if it can). Projectiles now deal 50% less damage at all levels (from 40% less at gem level 1, to 30% less at gem level 20 previously).

So this effectively removes 2/3 of the damage of molten strike right? Ancestral call splits the balls between every target so you only produce 1/3 of the balls. Molten strike projectile scaling actually gutted LOL.

EDIT: This is wrong

I can clarify that this doesn’t nerf ancestral call. It splits the balls between the targets you hit with a single strike, but each ancestor still has their own balls.

over 5 years ago - /u/Mark_GGG - Direct link

Originally posted by Divinicus1st

Even when they are from the same source? So what the correct formula? 0.75*(0.85)^5 (so 66% reduction) ?

Like, for Arc, the 15% more per remaining chain is actually 15*15*...*15? Not 15+15+...+15?

Arc's "15% more damage per remaining chain" is only one modifier. It is not multiple modifiers that stack with each other, it is a single more modifier. The value of that modifier is "15% per chain". There is only one "more" multiplier there, as indicated by only one instance of the word "more".

Each use of the word "more" or "less" indicates exactly one multiplicative modifier. That modifier will stack multiplicatively with other modifiers. It is not itself a series of smaller modifiers. It's one modifier, that may have a variable value.