Unofficial formulas and algorithms that can be used in AoC
Damage mitigation seems to be a percentage stat. This was discovered in the Pre-Alpha 1 Spot Tests.
The primary tank archetype has an ability called “Ultimate Defense”. This ability provides the user with 5 seconds of damage immunity. Once you activate this ability, your “damage mitigation” stat is increased to 100, which lead me to the conclusion that damage mitigation is a percentage based stat and has a ceiling.
With this finding the following formula can be used to calculate your damage taken after mitigation:
Which is better, more damage mitigation or more hitpoints?
This is a very difficult question to answer. There are multiple factors that need to be taken into account before you can determine which is best. Some of these factors are:
- How much HP do you currently have? -
- What is your current Damage Mitigation value? -
- How much additional HP are you planning on adding? -
- How much extra Damage Mitigation can you add? -
- How close are you to the Damage Mitigation cap? -
- Is there a Damage Mitigation cap? -
- Will I lose Damage Mitigation or HP when I make this change? -
- Etc -
All of these are factors that need to be taken into account when making the decision on which is more important for your character. A good example of this is the follow:
Your character currently has 1000HP with 20% Mitigation. You have 1 skill point remaining. You can either get +100HP or +5% Damage Mitigation. Which one is better?
With the following formula you can "easily" determine which one of the above additions is better for your character.
With the above formula you can work out your "effective" HP value. This value is what your character "effectively" has while in combat and taking damage.
Note: Mitigation can not be higher than 100%. Having 100% Mitigation means you take no damage, which is supported by the above formulas. The effective HP formula works for all values where mitigation < 100. If mitigation = 100 the formula will return infinite, which is correct as you won't be taking damage, so your HP is infinite.
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Example where HP is better than Damage Mitigation:
Your character currently has 1000HP with 20% Mitigation. You have 1 skill point remaining. You can either get +100HP or +5% Damage Mitigation.
Now using the above formula with the example provided let's try and figure out which of the two options is best in our scenario:
The characters effective HP value before adding the skill point is: 1250HP
The characters effective HP value after adding the skill point to HP: 1375HP
The characters effective HP value after adding the skill point to Damage Mitigation: 1333HP
So with the above we can see that adding the skill point to the extra 100HP actually provides us with +125 Effective HP, where as adding the skill point to the extra 5% Damage Mitigation only provides us with a +83 Effective HP increase, thus the HP option was better.
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Example where Damage Mitigation is better than HP:
Your character currently has 1000HP with 50% Mitigation. You have 1 skill point remaining. You can either get +100HP or +5% Damage Mitigation.
Now using the above formula with the example provided let's try and figure out which of the two options is best in our scenario:
The characters effective HP value before adding the skill point is: 2000HP
The characters effective HP value after adding the skill point to HP: 2200HP
The characters effective HP value after adding the skill point to Damage Mitigation: 2222HP
So with the above we can see that adding the skill point to the extra 100HP only provides us with +200 Effective HP, where as adding the skill point to the extra 5% Damage Mitigation provides us with a +222 Effective HP increase, thus the Damage Mitigation option was better.