Armor types all the same mitigation now

not talking about his damage-- its his survivability that was poor.

and im still unsure of how you calculate the difference between 40% and 60% to come out to 50%.

100 * 0.4 (light armor) = 60
100 * 0.6 (heavy armor) = 40
60 / 40 = 1.5 → 50% more damage taken

Better to visualize:
100hp - 60 - 60 = 2 hits
100hp - 40 - 40 - 40 = 3 hits = 50% more hits required.

i see what youre doing.

However- the numbers are what matters and performance in game. if indeed this what is going on, then light - to medium -to heavy only matter against truly large hits, otherwise its as i thought,

there is very little mitigation difference between all 3 armor types.

Yep hense makes sense to have crit reduc

ya people are already complaining that once again faction armor is OP because crits are doing less damage than regular attacks-- sigh.

Help lol

Its the same no matter how large the hit, because its not flat but percentages.
If you hit faster with smaller or slower but harder, the reduction by time is the same.

Well, by design a normal hit isnt supposed to be weaker than a critical hit.
Also everyone was saying this would happen before resilient was fixed (because we already know how damage is calculated).
So this just goes to show the Devs dont know about what they are coding on.

Resilience is for crits only… you are getting hit for 24% more on normal attacks.

yes I know this. which is why people are posting about crits doing less damage than regular attacks.

Crits only do less dmg if you take the 150 con, for 20% less crit dmg with resilience would be 44% so if you dont have crit multiplier you do less damage, which is fine.

how is that a problem ? 24% from armor and 20% from 150 con if you have less than 1.44 crit you do less dmg.

  1. i never said its a problem

  2. i said people are posting about this as a problem, as they feel that a crit should never do less than a regular hit.

once again-- its the mass majority of DPS players here with the loudest voice that complain they either dont do enough damage, or they cant kill a healer.

its 10% by 150 constitution and always was.
image

Ok, 1.34 …
Fire staff has 1.2x crit multiplier ? And some other weapons as well.

100 * 1.3 = 130
130 * 0.675 = 87.75

Thats 12.25% less damage as if you hat not hit a critical strike.

1.5 critical strike multiplier is the break point, because 150 * 2/3 = 100
That is the example of bow and headshot, +20% damage on headshot per weapon level perk.
So a Headshot has the same value as a body shot, as long as the body shot is not a critical hit.

heres a great video for all of us to enjoy in re to armor, aror tiers, mitigations, and more.

this is pre 1.05

im curious as to what the results post 1.05

and heres part 2

Why does everyone say we take 25% more damage now? If the current version of Resilient is working we still take 25% less damage from critical hits, and assuming people have 10% crit chance that is still 2.5% total damage reduction. If they have 20% crit chance it’s 5% damage reduction and so on. If they attack you in the back and have 100% crit chance then it’s still 25% damage reduction.

There is no way, a light armor user that can roll, take 500 total damage from a heavy fire staff attack with 300 INT. Legit stuff the dev are dealing with? How legit is this? So 300 INT fire staff GS > 550 with enchanted perk on my fire staff is suppose to hit 500 on a light armor? 250 on heavy armor? If the heavy armor user have 15K health, am i suppose to hit him 60 times with heavy attack to kill him while he take 3-4hits to butch me?

i’ve seen this too, I just assumed heavy armor was still OP but now it’s showing up on light armor too? There’s definitely an exploit that hasn’t been exposed on these forums. Will be game breaking when it becomes widespread.

can you make a new thread with your video exposing this? this is not normal.