ReturnOfDevsman posted...
I guess it depends on what you're measuring. Block clearly gives you linear returns on the figure of how much damage you're receiving, it that's too obvious, so I assume you're measuring something like the number of hits you can withstand.
This post pretty much spelled it out. It depends on what you're measuring. Here we have defensive stats, so returns should be measured as "how long you can live." In that regard,
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Block is asymptotic with incoming damage. If a monster is hitting you for 100 damage, 10 block gives 11% more time to live (effective health, or EHP). 50 block would give 100% more EHP. 99 block would give 10000% more EHP. 100 block would make you invincible and any after that is wasted. Block is terrible at low amounts and amazing at high amounts (relative to incoming hits).
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Resistance - similar to block, resistance gets better and better until you hit 100% resistance and become invincible. Every point of resistance gets better and better. The formula for returns is EHP = HP * 1/(1-(resistance/100)), this is hyperbolic growth.
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Armor is linear. The %reduced slows down as it gets higher, but reductions are worth more and more as they grow. Doing a little rearranging, EHP = HP*[(armor/100)+1], a straight line.
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Stacking damage resistances are exponential. The first 50% damage resistance doubles your EHP, the second doubles that, and so on. Changing the number (the 50) changes the base while adding more of them changes the exponent.
pegusus123456 posted...
It's a trick question.
The stat that gives you the most amount of damage mitigation is your attack stat because enemies deal no damage when they're dead.
Also hyperbolic growth, probably. If you kill everything in one hit you can't die, right?
Relm_Arrowny_87 posted...
Not sure what is precisely meant by linear, etc., in this instance.
But I would call option 4 (multiplicative %) linear.
Stacking multiplicatives would give precisely the same reduction on each 50%, compared to the last 50%. If you're already assumed to be taking 50% damage, another stacked multiplied 50% will reduce your current incoming damage by 50%.
Btw, meanwhile additive resistance would give more on each "10%" you add. The first bring it down 1/10, or 10%. The second gives 1/9, or 11.111%. The third is 1/8, and so on, until the 10th one gives you a full 100% return.
Did see this while I was typing, but almost considered adding a comment about this. Multiplicative reductions have linear relative growth, but that's not linear returns. Every source of 50% is always worth 50%, in that sense it's "x in = x out", right? Rhetorically, yes, but you can say the same with block or resistance - it's 1 for 1. In actuality, every 50% is worth twice as much as the previous. If you're getting hit for 100 before reduction and have 1000 health, you can take 10 hits - reducing the damage to 50 means you can eat 20 hits, reducing that to 25 means you can eat 40 hits, and so on.
(I'm completely sure you've read me ranting about this on the FFRK board.)