Difference between revisions of "Absorb"

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(Clarified explanation, added examples)
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{{Absorb nav}}
 
{{Absorb nav}}
*Percentage and then integer Absorb are applied last when calculating damage.
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*Percentage and then integer Absorb are applied after resistance when calculating damage.
*If current life <= maximum life minus the percentage of remaining damage or integer amount absorbed, then life equal to that amount is first returned; otherwise, life returns to maximum.
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**Damage equivalent to percentage Absorb is subtracted from damage remaining after resistance.
*Damage is then reduced by the percentage or integer amount absorbed, and any remaining damage is applied to life.
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**Damage equivalent to integer Absorb is subtracted from damage remaining after percentage Absorb.
*As a result, when current life <= maximum life minus the percentage of remaining damage or integer amount absorbed, then remaining damage is effectively reduced by double the percentage or integer amount.
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**Healing equivalent to total damage absorbed is applied.
*There is a ceiling of Absorb 40%, so there can never be a net life gain. Absorb % thus performs a similar function to Resist %, so when current life <= maximum life minus the percentage of remaining damage absorbed, effective percentage damage reduced is as follows:
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**Damage remaining after percentage and integer Absorb is applied.
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*Net result depends on current life at time of healing: actual healing = min ( maximum life - current life , total damage absorbed )
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*Maximum healing only occurs when current life <= maximum life - total damage absorbed.
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*There is a ceiling of Absorb 40%, so there can never be a net life gain from percentage Absorb. Thus it performs a similar function to resistance, so when current life <= maximum life - total damage absorbed, effective percentage damage reduction as a result of resistance and percentage Absorb is as follows:
  
  
 
{{Number table}}
 
{{Number table}}
 
|-valign=top align=center
 
|-valign=top align=center
!width=62 rowspan=2|Resist %
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!width=67 rowspan=2|Resist %
 
!colspan=8|Absorb %
 
!colspan=8|Absorb %
 
|-align=center
 
|-align=center
!width=62|5
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!width=67|5
!width=62|10
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!width=67|10
!width=62|15
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!width=67|15
!width=62|20
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!width=67|20
!width=62|25
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!width=67|25
!width=62|30
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!width=67|30
!width=62|35
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!width=67|35
!width=62|40
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!width=67|40
 
|-
 
|-
 
! -100
 
! -100
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*When current life <= maximum life minus the integer amount absorbed, then life equal to that amount is first returned regardless of remaining damage; when Absorb > remaining damage, there can be a net life gain (healing) equal to Absorb minus remaining damage.
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*[[Lightning Resist]] 75%, 20% Lightning Absorb and Lightning Absorb +20 would apply to 60 lightning damage as follows:
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#LR 75% reduces 60 to 15
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#20% LA reduces 15 to 12 (-3)
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#LA +20 reduces 12 to 0 (-12)
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#15 (3+12) healing applied
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#0 damage applied
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*Player with 45/100 life would be healed for 15 ( min ( 100-45 , 15 ) ) life, resulting in 60 (45 + 15 - 0) life after damage applied (+15 life).
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*Player with 90/100 life would be healed for 10 ( min ( 100-90 , 15 ) ) life, resulting in 100 (90 + 10 - 0) life after damage applied (+10 life).
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 +
 
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*LR 75%, 20% LA and LA +20 would apply to 180 lightning damage as follows:
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#LR 75% reduces 180 to 45
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#20% LA reduces 45 to 36 (-9)
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#LA +20 reduces 36 to 16 (-20)
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#29 (9+20) healing applied
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#16 damage applied
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*Player with 45/100 life would be healed for 29 ( min ( 100-45 , 29 ) ) life, resulting in 58 (45 + 29 - 16) life after damage applied (+13 life).
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*Player with 90/100 life would be healed for 10 ( min ( 100-90 , 29 ) ) life, resulting in 84 (90 + 10 - 16) life after damage applied (-6 life).
  
  

Revision as of 12:14, 19 December 2011