to infinity and beyond?![]()
Troll harder. Seek to go beyond.
to infinity and beyond?![]()
Troll harder. Seek to go beyond.
The post you posted a picture of is exactly right. There is no point where PRR starts getting diminishing returns, because the effect follows a linear equation.![]()
Troll harder. Seek to go beyond.
The post you posted a picture of is exactly right. There is no point where PRR starts getting diminishing returns, because the effect follows a linear equation.
All linear stats have lower relative marginal returns for the same input
I suggest you stop derailing the thread.
That is only a google away.I would love to see a definition of diminishing returns just saying
No my friend, you are not only confused, you are confusing others. MP does not have diminishing returns because it is a linear progression. And, in game, EHP is a meaningless contrived value.It has the same diminishing returns as MP and any other linear stats. This conversation started because the OP misunderstood this, and it is a pretty common misunderstanding.
No, for one final time, MP and PRR do NOT follow the "exact same linear formula" because PRR and its mitigation of physical damage increase in a non-linear fashion (logarithmic). You may believe otherwise, but swallow your pride, spend a little time on google to understand the basic maths behind PRR, or ask a friend. But please don't keep repeating the same nonsense.That is only a google away.
My main point though is that the definition does not really matter. MP is easy to understand and PRR follows the exact same linear formula. You dont look for a certain breakpoint where diminishing returns start there, and neither should you for PRR.
You can even think about it in the same way as HP. If you have 100 HP getting +10 is 10%. If you have 1000 HP getting +10 is only 1%. If you want to call that diminishing returns go ahead, but from my experience when people say that PRR has diminishing returns they are refering to something different.
There is no confusion on my part. The effect of PRR follows the exact same linear equation as MP. I think it is technically wrong to call that diminishing returns but another poster made a big deal that all linear progressions have diminishing returns because the marginal relative return decreases.No my friend, you are not only confused, you are confusing others. MP does not have diminishing returns because it is a linear progression. And, in game, EHP is a meaningless contrived value.
I understand the math behind PRR just fine. I really think you should take your own advice.No, for one final time, MP and PRR do NOT follow the "exact same linear formula" because PRR and its mitigation of physical damage increase in a non-linear fashion (logarithmic). You may believe otherwise, but swallow your pride, spend a little time on google to understand the basic maths behind PRR, or ask a friend. But please don't keep repeating the same nonsense.
Then i challenge you to produce the math behind PRR. No words, no excuses, just maths.I understand the math behind PRR just fine. I really think you should take your own advice.
Drop the hostility and take the opportunity to learn something.
Here is a question that will help you get to the core of this, is the effect of dodge linear?
I agree with your first sentence. A mathmatical formula may seem an easy weapon to brandish, but we need to think about units. What is the unit for PRR? Is it unitless? Or has it something to do with incoming damage? So can we consider it simply as extra health? What result do you think the formula is supposed to produce?For increasing how hard of content that you can tank, the primary thing that matters is how many hits of a given size you can take before dying. That's equivalent to how much pre-PRR damage you can take before dying. The formula for that, leaving out stochastic factors, is (100+PRR)/100 x (HP). That's linear in PRR. It also lets us calculate roughly how many HP are worth the same as 1 PRR—the answer tends to be between 10 and 18.
"EHP-factor"=(100+PRR)/100T
Then i challenge you to produce the math behind PRR. No words, no excuses, just maths.
Ok, let's think about how we'd calculate how many hits of a given size we can take before dying.I agree with your first sentence. A mathmatical formula may seem an easy weapon to brandish, but we need to think about units. What is the unit for PRR? Is it unitless? Or has it something to do with uncoming damage? So can we consider it simply as extra health? What result do you think the formula is supposed to produce?
Look closer at the graphs posted above. There is no linear relationship between PRR and mitigated physical damage, so consequently the ill-thought-out formula you refer to is meaningless.
Please see my reply just above. The formula you refer to is incorrect as it assumes PRR and the physical damage it mitiigates is a linear function. It is not. Look at the graphs already posted on this thread [and how have we hijacked the OPs wonderful build] and try see why that formula makes no sense."EHP-factor"=(100+PRR)/100
Now, please answer my question. Is the effect of dodge linear? This is important.
The damage reduction/avoidance from dodge is linear, its 1:1 even. If you come to the conclusion that the effect of PRR is not linear from looking at its damage reduction curve then you must conclude that the effect of dodge is linear by looking at its damage reduction/avoidance curve.
However, if you evaluate going from 0 to 1 dodge and going from 99 to 100 dodge you can pretty clearly see that its not a linear effect on your character. The first case decreases damage by 1% while the other makes you completely invulnerable to dodgeable attacks.
The conclusion here is that the shape of the damage reduction/avoidance curve is not the same as the actual effect on a character. So pointing to the PRR damage reduction curve to say its not linear is meaningless.
The formula is correct and makes perfect sense. It does not assume that the damage reduction from PRR is a linear function. The point you are missing is that the actual effect of PRR is not the same as the damage reduction curve. I think the dodge parallel you ignored makes that clear.Please see my reply just above. The formula you refer to is incorrect as it assumes PRR and the physical damage it mitiigates is a linear function. It is not. Look at the graphs already posted on this thread [and how have we hijacked the OPs wonderful build] and try see why that formula makes no sense.
No this is false. PRR follows a bell curve, not a linear depreciation. 50 PRR provides 33%, for example, 100PRR provides 50%,, 200 PRR provides 66%, 300 PRR provides 75%, 400 PRR provides 80%, 500 PRR provides 84%. Now plot those into a graph and tell me that is linear? It has a sharp upturn and flattens out at the top.There is no confusion on my part. The effect of PRR follows the exact same linear equation as MP. I think it is technically wrong to call that diminishing returns but another poster made a big deal that all linear progressions have diminishing returns because the marginal relative return decreases.
The EHP value in game may be rather useless because it includes avoidance, but EHP as a concept is still very meaningful and makes the effect of PRR much easier to understand.
This formula is not correct. PRR is 100/(100+PRR), not (100+PRR)/100."EHP-factor"=(100+PRR)/100
Now, please answer my question. Is the effect of dodge linear? This is important.
The damage reduction/avoidance from dodge is linear, its 1:1 even. If you come to the conclusion that the effect of PRR is not linear from looking at its damage reduction curve then you must conclude that the effect of dodge is linear by looking at its damage reduction/avoidance curve.
However, if you evaluate going from 0 to 1 dodge and going from 99 to 100 dodge you can pretty clearly see that its not a linear effect on your character. The first case decreases damage by 1% while the other makes you completely invulnerable to dodgeable attacks.
The conclusion here is that the shape of the damage reduction/avoidance curve is not the same as the actual effect on a character. So pointing to the PRR damage reduction curve to say its not linear is meaningless.
This is correct for (1-mitigation). He flipped it and called it a factor; ie. eHP = HP/(1-M) or (HP x (100+PRR)/100) to highlight how eHP grows with PRR; ie. you're kinda both correct.This formula is not correct. PRR is 100/(100+PRR), not (100+PRR)/100.