A math lesson and a discussion of game mechanics

Another question about game mechanics, since this got brought up recently in a discussion. Does -Skill Damage affect Reyna’s Heal (+290 health, left level four I think)

I was under the impression that attack damage affecting heals was fixed. Just wanted to make sure what the situation is now.

Also, I’d also like an answer on whether or not Damage Reduction has diminishing returns. Is there any point in stacking it?

And on the topic of droprates; Even if something had a 99% chance to drop, RNG is still RNG.
A superpower to change probability would be nice. Maybe then I could get something from Faction Packs :stuck_out_tongue:

Most of the time, damage reduction uses this formula:

Final Damage = (incoming damage)(1-skills)(1-gear)

This means that, for example, 50% DR from Boldur’s rage makes him take half as much damage, giving him double the effective hp.

The exception to this is when Montana has 2 or more sources of damage reduction active, in which case the formula changes to this:

Final Damage = (incoming damage)(1-gear)/(2^n)
where n is the number of skill or helix DR sources, with mansformation counting as 2.

This allows Montana to have massive amounts of DR without becoming invincible. It also makes his effective hp ridiculously high while mansformation is active.

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Can I be honest here and say that this thread makes my brain hurt?

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okay, i’ll do an example of that later on after I do some research on character builds and gear and i’ll do the amount of it, thanks for posting it in a formula!

the easiest way is to realize a lot of it is done in the back of your brain normally, I got comfortable with doing math consciously because my dad taught the me idea of “counting cards” when I play card games with friends(it’s basically figuring your odds on the fly as the game progresses) and also shooting billiards and marksmanship which made geometry fairly easy to understand(and also makes kleese’s bouncing mortars a VERY useful tool on most maps after some experimentation)

the numbers are just testing out HOW MUCH of the good thing you’re doing.

You learn something new everyday.

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if RNG ever graces me(or I talk some friends into helping me) i’m going to be testing things like voxis core and also things like shield web interdictor or bola’s target finder or the pacifier on some…unusual characters, like say a miko with the spreading poison(the damage is minimal, but more about spreading debuffs as far as possible)

Well i was lumping the chances of getting either a skin or a taunt together(which may have been wrong to do). The 50% was a simple guess as to one of the best case scenarios. I see what you mean tho, it was kinda late when I posted this :p. Well If the drop chances for skins and taunts are seperate then that makes it interesting.

So then, on towards more math! Let’s assume that the total combined drop rates for skins and taunts is 30%. Now, let’s assume the drop rates for skins and taunts are even(likely they aren’t, but for posterity i guess?) that makes the drop chance about 15% a piece to get either or.

Trying something kinda new:
0.3x0.5x0.04=0.06
(chance of getting either a skin or taunt x chance of getting a skin OR a taunt x chance to get a unique/specific skin or taunt)

which to me seems wrong but still feels like it could be true(shakes fist at luck). Also the math is not directed at you. Just felt like trying to re-calculate the rates and didn’t want to split the comments :p. Also loving-hatred if you play on PS4 I could help :wink:

next topic is far less accurate than i’d like and also comes with a request for the gods at gearbox. geometry, make it so more characters can do ricochet shots.

these exaples are using kleese with bouncy mortars.

now for the math this is harder to truly describe into numbers(but I will describe the angles and locations as accurately as possible. this is not me calling OP or UP or anything like that since it’s very doable to interfere with these shots. I actually love being able to bounce my shots around

back to the topic. on overgrowth, if you build stand on the thrall overlook by the double thralls and fire your mortars against the back wall. almost all the way to the right, almost where you could see it rolling along the wall(it’s actually bouncing of the corner, off of the wall to the floor to the enemy sentry for the shot I’ve figured out.) you can test this on a bot match by simply firing your mortar while the bots have your team pushed to your sentry. when you fire the mortars you’ll get the yellow exclamation point saying you’re being targeted.

next one is one echelon. once the enemy’s first sentry is destroyed, if your team can bottle them up at the top of the stairs you can actually fire your mortars into the wall on the right of the tunnel(make sure the mortars are dropping when they impact the wall or they’ll bounce away) they’ll hit the wall, bounce to the floor, to the wall on the left side of that hallway and then about there exit the hallway to hit the sentry.

on incursion it’s the easiest because they make a nice target. using ernest if the enemy pushes you to your choke you can rain grenades on them by hitting the big circle on the wall. and after a while you can adjust as you fire by watching your minimap.

again apologies for the lack of actual mathematics in this post, but maybe there being less numbers makes it more approachable? @Kaleidodemon @RayLightning

and when I get the chance to jump on my ps4 i’ll fire up a bot match to show the exact spots in recordings.

Bola’s wouldn’t have any effect off of Miko’s kunai poison as the debuff triggers off skill damage.

I’d check it against any characters with similar damage received debuffs on skills like WTF and Ambra.

If skill damage affects mellkas venom it would stand to reason that it also affects venom though

Actually, it does. Miko’s poison, as well as Melka’s, is from their passive and so is considered skill damage.

Bola’s Target Finder makes targets take increased damage from anyone Miko hits with his/her knives because of the poison.This also applies to anyone nearby once the poison spreads after level 5. Melka’s bullets after level 8 will trigger the same effect, though until then you can only get it from her reloads and/or certain actual skill effects.

I don’t know how BTF stacks with the 16% bonus damage from Ambra’s sunspots though … that I haven’t tested because I feel Ambra’s legendary is better than Bola’s for her … though I suppose I could take a look at it after work today.

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Cheers, this helps a lot, well done.

Thank you, is there anything that you can think of that wasn’t covered?

Not currently, but if I do think of anything I’ll let you know.

:heart:

@Slif_One, @Vicks_Toire @epicender584 @FlamesForAll

i’m going to do some with aria’s encore.

only thing i’m needing to figure out is what character’s to do! anyone have any ideas?

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I’m using Kleese to farm for Commander Packs
You kill her in 20 seconds and you never need to leave the central platform

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Good to know, thanks

I played with Deande earlier, with no skill damage gear or helix increases except for Aria’s Encore. At level 9 I checked the helix menu, it read that Blink Storm would deal 98 damage per hit. Wound it up, 148 damage per hit. That sounds like a little more than 25.6%, so it must be multiplicative?