Login | Register


All times are UTC - 5 hours


It is currently Tue Apr 16, 2024 11:26 am




Post new topic Reply to topic  [ 16 posts ] 
Author Message
 Post subject: The math on MDR
PostPosted: Tue Dec 01, 2009 11:48 am 
Moderator
User avatar

Joined: Fri Aug 07, 2009 10:48 am
Posts: 2432
I have always been under the impression that MDR is very powerful in a battle against Diablo due to the dmg/sec nature of his flame spells, but I am starting to question that as Resists and Absorb seem to dominate the equation. Am I missing something? Has the beefed up damage scale of this mod negated the common wisdom of b.net gameplay?

For those who don't know, here is the formula for how damage is calculated:

Elemental Damage Taken = (Monster Damage - MDR) * (1 - %Resistance) * (1 - %Absorb)

Using those numbers on a 400 damage attack, I get:

Code:
   25%   50%   75%   75% + 20% absorb
0   300   200   100   80
20   285   190   95   76
40   270   180   90   72
80   240   160   80   64

MDR is on the left side, and resists are along the top


From this it shows me that I would need 80 MDR just to match the benefit of 20% absorb. Getting 80 MDR is a serious pain compared to the simplicity of getting 20% absorb from just a Dwarf Star.

I don't see how attack speed will really impact this other than to amplify everything across the board. I ran the numbers with a 5 frame attack and absorbs still beat it in a big way. I don't think that I am over-estimating my damage values either, seems very feasible to me that damages in this game are in the 400 dmg ballpark (in other words for example, Diablo's flamewave does 400 dmg per frame)

Am I missing something or is MDR just irrelevant in this game outside of Act 1 and maybe 2?

_________________
People who live in cinder block houses can throw whatever they want.


Top
 Offline Profile  
Reply with quote  
 Post subject: Re: The math on MDR
PostPosted: Tue Dec 01, 2009 12:44 pm 
User avatar

Joined: Tue Sep 01, 2009 2:31 am
Posts: 244
Location: austintown,Ohio
i notice a big difference in my physical damage and ele damage taken with the mancers belt and helm 25dr/25mdr with 50% dr and 20% sorbs.if u can up to 50dr or 50 mdr then u can see the results better

_________________
"Don't date girls that work at Gamestop. They insist it's new, but it's not new when the seal is broken."


Top
 Offline Profile  
Reply with quote  
 Post subject: Re: The math on MDR
PostPosted: Tue Dec 01, 2009 1:01 pm 
Game Server Host
User avatar

Joined: Mon Aug 31, 2009 12:33 am
Posts: 4291
with an overall damage hike per attack it would make sence that mdr/pdr would not reduce damage as much as a % reduce would. MDR works on a diminishing returns system and absorb works on an increasing returns system.

MDR is more important in normal than absorbs and visa versa in nm and hell. If you scale the numbers down MDR is more powerfull, If you scale them up the absorb becomes stronger and stronger while MDR geat weaker and weaker. A factor at the end of a formula is always more potent than a factor at the start, even more so when its a % vs base number. If MDR was calculater last it would be far more potent

_________________
Bron wrote:
There's no cure for being a cunt.


Top
 Offline Profile  
Reply with quote  
 Post subject: Re: The math on MDR
PostPosted: Tue Dec 01, 2009 1:34 pm 

Joined: Sun Oct 04, 2009 12:07 pm
Posts: 104
It also depends on the spell type.

Firewall and similar attacks do high damage per second, but in large numbers of "attack" hits. So even if you do 1000 attacks for 100 damage (10,000 listed dps), you are reducing each 100 by your MDR, so you can end up taking almost no damage very easily.

Of course, versus something like firebolt where it is one spell hit, it is not as effective.


Top
 Offline Profile  
Reply with quote  
 Post subject: Re: The math on MDR
PostPosted: Tue Dec 01, 2009 1:56 pm 
Moderator
User avatar

Joined: Fri Aug 07, 2009 10:48 am
Posts: 2432
teprac wrote:
It also depends on the spell type.

Firewall and similar attacks do high damage per second, but in large numbers of "attack" hits. So even if you do 1000 attacks for 100 damage (10,000 listed dps), you are reducing each 100 by your MDR, so you can end up taking almost no damage very easily.

Of course, versus something like firebolt where it is one spell hit, it is not as effective.


Sorry if I didn't make that clear in the original post, but yes - that is the theory behind the value of attacks on b.net.

The question is whether there are really any attacks like that outside of normal difficulty? Your numbers aren't exactly realistic since there isn't any way to do 1000 attack per second and if there was actually a boss out there that did 10k dps it would flatten every player out there.

Here are a few more series of numbers for people to chew on and this time I included the frame rate in to the calculation so that you can see the Damage per Second (DPS).


100 damage attack done at 5 FPA (my reasonable guesstimate for spell dmg rates)

Code:
   25%   50%   75%   75% + 20% absorb
0   375   250   125   100
20   300   200   100   80
40   225   150   75   60
80   75   50   25   20

MDR is on the left side, and resists are along the top


200 damage attack done at 5 FPA (my reasonable guesstimate for spell dmg rates)

Code:
   25%   50%   75%   75% + 20% absorb
0   750   500   250   200
20   675   450   225   180
40   600   400   200   160
80   450   300   150   120

MDR is on the left side, and resists are along the top


It is possible I suppose that things like firespell damage or other wave type attacks do dmg every frame for a 1 FPA in which case the base damage would be much lower and still provide the type of damage seen in NM and Hell.

Here is the DPS table with 200 dmg at 1 FPA

Code:
   25%   50%   75%   75% + 20% absorb
0   3750   2500   1250   1000
20   3375   2250   1125   900
40   3000   2000   1000   800
80   2250   1500   750   600

MDR is on the left side, and resists are along the top


Chunks of over 1k taken out of your life every second would be pretty noticiable, so perhaps this is a reasonable scale of attack for NM. That assumes that the dmg is done at 1FPA, which I just find to be improbable

_________________
People who live in cinder block houses can throw whatever they want.


Top
 Offline Profile  
Reply with quote  
 Post subject: Re: The math on MDR
PostPosted: Tue Dec 01, 2009 4:57 pm 
User avatar

Joined: Mon Aug 31, 2009 11:28 am
Posts: 1136
Location: Vancouver, BC
blue_myriddn wrote:
I have always been under the impression that MDR is very powerful in a battle against Diablo due to the dmg/sec nature of his flame spells, but I am starting to question that as Resists and Absorb seem to dominate the equation. Am I missing something?
MDR is applied to each frame of the damage-over-time spells. Your numbers would be perfect if Diablo's fire did 10k dps (400 times 25 frames). Thankfully his damage is a lot lower, but I'm not sure what it is.

I'm really fuzzy on these numbers, but I think it took me about 30 MDR to be nearly immune to Diablo's fire in Normal, so in normal he should be doing less than 750 dps. In NM I noticed I was nearly immune, but I had an aura-healer around, so I'm not sure what effect he was doing. I had about 50 MDR, so he's probably doing about 1500 dps. I haven't fought him in hell this ladder, but I'd be surprised if he did more than 4k dps. 160 MDR would make you immune to that.

<edit>Removed some changes to put them in another post</edit>


Last edited by Brevan on Tue Dec 01, 2009 5:31 pm, edited 3 times in total.

Top
 Offline Profile  
Reply with quote  
 Post subject: Re: The math on MDR
PostPosted: Tue Dec 01, 2009 5:12 pm 
Moderator
User avatar

Joined: Fri Aug 07, 2009 10:48 am
Posts: 2432
Resists and absorbs are applied to each frame though as well. I guess the only issue is that I do multiply everything by 25 for fire based attacks that hit repeatedly.

Knowing that it multiplies by 25 does allow me to ballpark the numbers a lot better though; and it makes them a lot lower which allows MDR to play a larger role. That's a good thing as I had ballparked 100 MDR as "strong" in Hell. Nice to have that sort of confirmed with math.

The 25 multiplier is also a good demonstration while MDR is great against some attacks and not others as it makes a very strong impact on the math. Example - MDR won't really do jack if you are having problems against Nihla's Thunderstorm.

I have uploaded the excel file I used to tinker the numbers in case anyone wants to play with it.

_________________
People who live in cinder block houses can throw whatever they want.


Last edited by blue_myriddn on Tue Dec 01, 2009 5:24 pm, edited 1 time in total.
deleted file


Top
 Offline Profile  
Reply with quote  
 Post subject: Re: The math on MDR
PostPosted: Tue Dec 01, 2009 5:24 pm 
Moderator
User avatar

Joined: Fri Aug 07, 2009 10:48 am
Posts: 2432
Brevan wrote:
In your calculations, the columns that include absorbs have an error. The absorbed damage is later added to life, so absorbs have doubled effect. Instead of reducing the damage by 20% in that column, reduce it by 40%.


Crap. ok, fixed up and a new excel file is attached. For those who don't want to wait though, here are two great DPS tables that show a real difference in damage mechanics

50 damage attack

Code:
            Absorb   
   Resists         20%   40%
   25%   50%   75%   75%   75%
0   937.5   625   312.5   187.5   62.5
20   562.5   375   187.5   112.5   37.5
40   187.5   125   62.5   37.5   12.5
80   0   0   0   0   0


100 dmg attack

Code:
            Absorb   
   Resists         20%   40%
   25%   50%   75%   75%   75%
0   1875   1250   625   375   125
20   1500   1000   500   300   100
40   1125   750   375   225   75
80   375   250   125   75   25


200 dmg attack

Code:
            Absorb   
   Resists         20%   40%
   25%   50%   75%   75%   75%
0   3750   2500   1250   750   250
20   3375   2250   1125   675   225
40   3000   2000   1000   600   200
80   2250   1500   750   450   150


The 200 dmg one is great as it shows that a simple 20% absorb will compensate for the much more difficult 80 MDR gear configuration. This was not the case at all for the 100 dmg attack.


Attachments:
MDR.zip [6.19 KiB]
Downloaded 388 times

_________________
People who live in cinder block houses can throw whatever they want.


Last edited by blue_myriddn on Tue Dec 01, 2009 5:29 pm, edited 1 time in total.
forgot to delete the last 0 - thanks brevan
Top
 Offline Profile  
Reply with quote  
 Post subject: Re: The math on MDR
PostPosted: Tue Dec 01, 2009 5:28 pm 
User avatar

Joined: Mon Aug 31, 2009 11:28 am
Posts: 1136
Location: Vancouver, BC
Here's some spells that should be greatly affected by MDR: FWall, Blaze, Meteor, Inferno, ActicBlast, WakeOfFire, WakeOfInferno, ImmoArrow, ChargedBolt, ChargedStrike

The spell list highlights the fact that most monsters in HU don't attack many times for low damage. If anyone can think of other spells with lots of fast hits, feel free to mention them.

The calculation involving 50 damage is incorrect when it comes to absorb 40%. Negative damage is impossible in HU. Just modify your excel formula to take the Max(0,Dmg-MDR).


Top
 Offline Profile  
Reply with quote  
 Post subject: Re: The math on MDR
PostPosted: Tue Dec 01, 2009 5:35 pm 

Joined: Sun Oct 04, 2009 12:07 pm
Posts: 104
I thought with enough absorb you can get healed? Doesn't that effectively mean negative damage?


Top
 Offline Profile  
Reply with quote  
 Post subject: Re: The math on MDR
PostPosted: Tue Dec 01, 2009 5:44 pm 
Moderator
User avatar

Joined: Fri Aug 07, 2009 10:48 am
Posts: 2432
teprac wrote:
I thought with enough absorb you can get healed? Doesn't that effectively mean negative damage?


That only applies with direct +absorb which was removed in this mod but exists on b.net.

_________________
People who live in cinder block houses can throw whatever they want.


Top
 Offline Profile  
Reply with quote  
 Post subject: Re: The math on MDR
PostPosted: Tue Dec 01, 2009 6:51 pm 

Joined: Mon Nov 23, 2009 2:09 am
Posts: 736
yea only with integer sorb can you be healed by a spell. with % sorb, i think you would need over 50% sorb to be healed by a spell, and thats not possible if the cap here remains 40% like on regular d2


Top
 Offline Profile  
Reply with quote  
 Post subject: Re: The math on MDR
PostPosted: Thu Dec 03, 2009 12:46 am 
Moderator
User avatar

Joined: Fri Aug 07, 2009 10:48 am
Posts: 2432
Brevan wrote:
I'm really fuzzy on these numbers, but I think it took me about 30 MDR to be nearly immune to Diablo's fire in Normal, so in normal he should be doing less than 750 dps. In NM I noticed I was nearly immune, but I had an aura-healer around, so I'm not sure what effect he was doing. I had about 50 MDR, so he's probably doing about 1500 dps. I haven't fought him in hell this ladder, but I'd be surprised if he did more than 4k dps. 160 MDR would make you immune to that.


I think he has been buffed then. I did a test run against him in normal with my paladin and even with max res and double dwarf his flame was still hitting me with damage. I wasn't suprised that the red hose was damaging me since it is 1/2 physical, but I was suprised to see how much the fire attacks were hitting me for despite my high MDR and max res.

Was wearing:
2x dwarf = 30 MDR + 40% absorb
Gladiator's bane = 30 MDR
Hellmouth = 5% fire absorb, 10% light absorb
String of ears = 15 MDR

For a total of 75 MDR and I wasn't immune to his attacks.

By the way, this was also a sad display of how overpowering physical dmg is. Maxed vengenance was sad compared to a single point in zeal and 15%crushing blow combined with Atma's.

I FRAP'd the fight and will optimize it and upload it in case anyone wants to give it a watch.

_________________
People who live in cinder block houses can throw whatever they want.


Top
 Offline Profile  
Reply with quote  
 Post subject: Re: The math on MDR
PostPosted: Thu Dec 03, 2009 1:19 am 
Game Server Host
User avatar

Joined: Mon Aug 31, 2009 12:33 am
Posts: 4291
vengaance is just a shit skill, you already knew that, its far to slow and zeal outdamages it every single time simply due to the speed.

Diablo was buffed this patch, it's in the patch notes, as was izzy, chimera, hf dragon etc. the others "buff" is pretty much useless as they are no harder than before

_________________
Bron wrote:
There's no cure for being a cunt.


Top
 Offline Profile  
Reply with quote  
 Post subject: Re: The math on MDR
PostPosted: Thu Dec 03, 2009 2:19 am 
User avatar

Joined: Mon Aug 31, 2009 11:28 am
Posts: 1136
Location: Vancouver, BC
I'm not sure why our playing experiences differ, but I just ran normal diablo with my Sorc (40 MDR, 26 PDR) and took nearly no damage from his fire again. The fire I'm considering is his FireStorm type spell, not the Flame Wave or Armageddon since neither of those are strongly affected by MDR. I did notice that his lightning attack did respectable damage despite my damage reductions. I thought that was another spell that would be strongly affected by MDR/PDR. I took a look at the lightning spell in Skills.txt, but was more confused by it than anything else.

In the test, I stayed at range until he cast his FireStorm, then I walked through it while trying to avoid his lightning attack. I wouldn't have been in the fire very long, maybe a couple seconds, and I didn't watch my char screen HP, but I think my red bulb changed less than 5%.


Top
 Offline Profile  
Reply with quote  
 Post subject: Re: The math on MDR
PostPosted: Tue Dec 08, 2009 9:56 pm 
User avatar

Joined: Tue Sep 01, 2009 9:09 pm
Posts: 77
PureRage-DoD wrote:
with an overall damage hike per attack it would make sence that mdr/pdr would not reduce damage as much as a % reduce would. MDR works on a diminishing returns system and absorb works on an increasing returns system.

MDR is more important in normal than absorbs and visa versa in nm and hell. If you scale the numbers down MDR is more powerfull, If you scale them up the absorb becomes stronger and stronger while MDR geat weaker and weaker. A factor at the end of a formula is always more potent than a factor at the start, even more so when its a % vs base number. If MDR was calculater last it would be far more potent


This post just about sums up the whole topic.

_________________
blue_myriddn wrote:
I was tagging along with Lord_Soth's level 56 healer to finish up A2 with my lvl28 Rabies druid and letting his prayer pump me through the game.


Top
 Offline Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 16 posts ] 

All times are UTC - 5 hours


Who is online

Users browsing this forum: No registered users and 19 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron