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{{#invoke:HeroDataArrays|heroDamageResistTable}} | {{#invoke:HeroDataArrays|heroDamageResistTable}} | ||
== | == Math == | ||
Despite being presented in-game as +x% Bullet, Melee, or Spirit Resist, multiple sources of resist stack multiplicatively, not additively. | |||
=== | The formula for resist is: <math>BR_f = \left\lceil 1 - \prod_{i=1}^n (1 - BR_i) \right\rceil</math><br /> | ||
where:<br /> | |||
<math> | |||
\begin{align} | |||
BR_f &= \text{final bullet resist,} \\ | |||
n &= \text{number of bullet resist sources,} \\ | |||
BR_n &= \text{bullet resist value} \\ | |||
\end{align} | |||
</math> | |||
For example, multiple sources of Bullet Resist: | |||
* 60% Bullet Resist from Viscous' [[Viscous#(4)_Goo_Ball|Goo Ball]] | |||
* 40% Bullet Resist from the [[Colossus]] [[Items|Item]] results in: | |||
<math>1 - (1 - 0.6) * (1 - 0.4) = 76% \text{ Bullet Resist}</math> | |||
== | ==Resistance Reduction== | ||
Resistance Reduction refers to any negative amount of Resist, making the target take increased damage. | |||
Resistance Reduction is calculated multiplicatively like resistance, but then simply subtracted from the resistance amount. | |||
<math>\mathit{Displayed Resist} = [1 - (1 - \mathit{Resistance 1}) * (1 - \mathit{Resistance 2}) * ... * (1 - \mathit{Resistance N})] - [1 - (1 - \mathit{ResReduct.1}) * (1 - \mathit{ResReduct.2})* ... * (1 - \mathit{ResReduct.N})]</math> | |||
For example, using Bullet Resists and Reductions: | |||
* 70% Spirit Resist from Viscous' [[Viscous#(4) Goo Ball|Goo Ball]] | |||
* 20% Spirit Resist from [[Spirit Armor]] | |||
* -12% Spirit Resist from [[Spirit Strike]] | |||
* -12% Spirit Resist from [[Mystic Vulnerability]] | |||
* -24% Spirit Resist from [[Crippling Headshot]] | |||
<math>[1 - ((1 - 0.7) * (1 - 0.2))] -[1 - ((1-0.12)*(1-0.12)*(1-0.24))] = \mathit 35% Spirit Resist</math> | |||
The final Resistance can go negative, and this multiplies the damage taken of that type. For example: | |||
* | * 30% resist= 70% of the damage from the weapon or ability. | ||
* | * 0% resist = 100% of the damage from the weapon or ability. | ||
* | * -30% resist = 130% of the damage from the weapon or ability. | ||
== Effective Health == | Items like [[Headshot Booster]] grant a flat added bullet damage, this bonus damage is not multiplied by weapon damage but is subject to resistance reduction/increase in damage. | ||
==Effective Health== | |||
{{Construction}} | {{Construction}} | ||
[[File:Resistance-graph.png|thumb|A graph showing how despite the resistance percentage not growing additively, it scales the player's effective health additively.]] | [[File:Resistance-graph.png|thumb|A graph showing how despite the resistance percentage not growing additively, it scales the player's effective health additively.]] | ||