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Flat = percentage units, 10% - 10% = 0%
Percentage = 10% -10% = 9% x reduced resistance = flat -x% resistance = flat x% reduced resistance = percentage Flat and percentage do stack, first calculate flat then percentage reduction. Two percentage reductions don't stack. Only stronger of the same reduction stacks, like Squall and ToW. If you wear Monkey King's Trickery x2 and Shen Nong's Relic, they stack...
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Nope. Relative reduction is more useful against very high resistances, but has almost no effect on low res.(200%-Sapros=130%, 200%-TOW=120%
) In addition to that, relative reduction can't turn a positive into a negtive value. Absolute, on the other hand, is better against everything with lower resistances and can turn a + into a -. Or short: To break an immunity, you need a single good relative debuff source and as much absolute debuff as you can possibly get.
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m4ssboss3s-mod: More heroes, more champions, more bosses, more fun! Trapfix-database: Unleash the true power of traps! You've always wanted to create an expansion for your favourite game? You like teamwork? You're savvy with TQ's tools and/or learn fast? Then read on...
Last edited by Kir4; 07-04-2009 at 03:39 PM. |
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Your examples make little sense, since you're using the base type as a percent for monster resistances.
If I knew better I'd be more confident in saying it was a flat number. Yes, relative reduction can turn a positive into a negative, but in TQ, with the items and skills available, it isn't possible. (Which is what you said originally) Your "Or Short" is fine, What is the maximum amount of absolute -res you can get? Cheers, Imp |
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Quote:
2. I said It would be impossible if someone increased resistances to an i.n.s.a.n.e amount. The biggest relative reduction is around -40% on TOW and certain greens (please fix me if I post crap, Poinas ). The biggest absolute reduction... well... dual-wielding Sapros with around -70 each, in combination with two green rings that carry a legendary "monkey.kings trickery" (-24 together? not sure..). This can be performed by a DW-Harbinger. Makes -40% relative and -164 absolute. Some skills, however, can add even more debuff on certain reistances (Necrosis, Plague...) With our Harbinger, a monster would need 330,7 resistance to keep his immunity. (x-164)*0.6=y, x= original res., y=new res.=100 Edit: 330,7 is not "insane", but one must also take multiple dual-wielding spellbreakers into consideration... that makes it insane. 2nd edit: You criticized that I used % for monster resistances? Well, if you describe resitances, flat numbers are correct. If you talk about the damage reduction, "%" is necessary. 3rd edit: Just noticed I forgot about Ronzer in my max. absolute reduction. Just add it's value to the 164 I used.
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m4ssboss3s-mod: More heroes, more champions, more bosses, more fun! Trapfix-database: Unleash the true power of traps! You've always wanted to create an expansion for your favourite game? You like teamwork? You're savvy with TQ's tools and/or learn fast? Then read on...
Last edited by Kir4; 07-04-2009 at 05:10 PM. |
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@ Poinas, which flat reduction to resistances takes precedence?
-x % or x reduced? @ Kir4, it's probably something like 190~ish for absolute reduction if you find 2x 70 reduce resist Sapros' Mace and 30 reduce resist Ronzer's bracelet with the set bonus from the rings. Unless there's more you can get from other sources? An amulet perhaps? |
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x reduced first, then x%. It gets interesting when you go under 0 with "x reduced", and then apply "x% reduced". I think it's like this: 50% resistance reduced by 100 flat and then 40% becomes 50%-100% -> -50% and that is multiplied by 40% -> -50%+(-50%*0,4) -> -70%. I'm not completely sure about that, but it doesn't really matter since we're talking about breaking immunities
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