Absorb decreases damage then heals life equivalent to decreased damage, after resistance has been applied.
- Damage equivalent to percentage Absorb is subtracted from damage remaining after resistance.
- Damage equivalent to integer Absorb is subtracted from damage remaining after percentage Absorb.
- Healing equivalent to total damage absorbed is applied.
- Damage remaining after percentage and integer Absorb is applied.
The net result depends on current life at time of healing: actual healing = min(maximum life - current life , total damage absorbed), so maximum healing only occurs when current life ≤ maximum life - total damage absorbed.
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:
Percentage damage decrease = Resist + (100-Resist * Absorb/50)
Resist
|
Absorb
|
5%
|
10%
|
15%
|
20%
|
25%
|
30%
|
35%
|
40%
|
-100%
|
-80.0%
|
-60.0%
|
-40.0%
|
-20.0%
|
0.0%
|
20.0%
|
40.0%
|
60.0%
|
-75%
|
-57.5%
|
-40.0%
|
-22.5%
|
-5.0%
|
12.5%
|
30.0%
|
47.5%
|
65.0%
|
-50%
|
-35.0%
|
-20.0%
|
-5.0%
|
10.0%
|
25.0%
|
40.0%
|
55.0%
|
70.0%
|
-25%
|
-12.5%
|
0.0%
|
12.5%
|
25.0%
|
37.5%
|
50.0%
|
62.5%
|
75.0%
|
0%
|
10.0%
|
20.0%
|
30.0%
|
40.0%
|
50.0%
|
60.0%
|
70.0%
|
80.0%
|
25%
|
32.5%
|
40.0%
|
47.5%
|
55.0%
|
62.5%
|
70.0%
|
77.5%
|
85.0%
|
50%
|
55.0%
|
60.0%
|
65.0%
|
70.0%
|
75.0%
|
80.0%
|
85.0%
|
90.0%
|
75%
|
77.5%
|
80.0%
|
82.5%
|
85.0%
|
87.5%
|
90.0%
|
92.5%
|
95.0%
|
80%
|
82.0%
|
84.0%
|
86.0%
|
88.0%
|
90.0%
|
92.0%
|
94.0%
|
96.0%
|
85%
|
86.5%
|
88.0%
|
89.5%
|
91.0%
|
92.5%
|
94.0%
|
95.5%
|
97.0%
|
90%
|
91.0%
|
92.0%
|
93.0%
|
94.0%
|
95.0%
|
96.0%
|
97.0%
|
98.0%
|
95%
|
95.5%
|
96.0%
|
96.5%
|
97.0%
|
97.5%
|
98.0%
|
98.5%
|
99.0%
|
So for example, Resist 75% and 20% Absorb can reduce damage by 85%, equivalent to Resist 85% (so 20% Absorb is equivalent to +10% Maximum Resist with Resist +10%).
However, when Resist -125% is applied, Resist 85% is decreased to -40%: when applied to Resist 75% and 20% Absorb, it is decreased to -50%, increasing damage from 15% to 150%; 150% damage can be decreased by 20% Absorb (30% damage) then equivalent healing (30% damage) is applied, decreasing 150% damage to 90%; 90% damage is equivalent to Resist 10% (or (75-125) + (100-(75-125) * 20/50) ).
Some more examples:
- Lightning Resist 75%, 20% Lightning Absorb and Lightning Absorb +20 would apply to 60 lightning damage as follows:
- LR 75% decreases 60 to 15
- 20% LA decreases 15 to 12 (-3)
- LA +20 decreases 12 to 0 (-12)
- 15 (3+12) healing applied
- 0 damage applied
- 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).
- 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).
- LR 75%, 20% LA and LA +20 would apply to 180 lightning damage as follows:
- LR 75% decreases 180 to 45
- 20% LA decreases 45 to 36 (-9)
- LA +20 decreases 36 to 16 (-20)
- 29 (9+20) healing applied
- 16 damage applied
- 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).
- 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).
Reference
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