Terror Tank - 20 Barbarian Endgame R10 Tank

Contessor

Well-known member
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.
Yeah not sure how that is worth an argument for effective HPs. I wouldnt use eHPs as a justifcation for anything :p. I thought the whole conversation came from DR. Kind of seems like reaching at straws to me. That formula probably works for non reaper content, but I find it useless inside of reaper content. I mean my sorc has 9000k eHP and gets one or two shot in r10. And double killed in a venge circle.
 
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PraetorPlato

Well-known member
Yeah not sure how that is worth an argument for effective HPs. I wouldnt use eHPs as a justifcation for anything :p. I thought the whole conversation came from DR. Kind of seems like reaching at straws to me. That formula probably works for non reaper content, but I find it useless inside of reaper content. I mean my sorc has 9000k eHP and gets one or two shot in r10. And double killed in a venge circle.
Game eHP and PRR eHP are different! Game eHP includes stochastic defenses, PRR/MRR eHP doesn't, and is what controls if you get one shot by a vengeance circle (if you want to calculate how many vengeance circles to the face you can tank (with 0 absorb), you want HP x (100+MRR)/100 /veng circle damage pre-MRR)
 

mikarddo

Well-known member
Both sides are correct, both sides are wrong. Its all about perspective. Both sides had laid out their cases long ago. So far, so good.

But, both sides are also either drunk, very childish, boneheaded or just plain <censored> for failing or refusing to understand that this _can_ be seen from two perspectives. Shame on you both. The sign of intelligence is not to be "right" but to be able to see things in more than one way and accept that.

Worse though is that one could wonder if the reason Cordovan isnt doing his job and shutting this down is due to SSG prefering childish bickering amongst the players to complaints about drop rates, lag, bugs etc.
 

Shear-buckler

Master of reactions
Both sides are correct, both sides are wrong. Its all about perspective. Both sides had laid out their cases long ago. So far, so good.

But, both sides are also either drunk, very childish, boneheaded or just plain <censored> for failing or refusing to understand that this _can_ be seen from two perspectives. Shame on you both. The sign of intelligence is not to be "right" but to be able to see things in more than one way and accept that.

Worse though is that one could wonder if the reason Cordovan isnt doing his job and shutting this down is due to SSG prefering childish bickering amongst the players to complaints about drop rates, lag, bugs etc.
Sorry but that is nonsense. I am bending over backwards to meet these people where they are at and trying to connect the dots for them by making parallels to MP and dodge. I fully understand their position. That both sides are equally right and wrong and it is just a matter of perspective is BS. The perspective you see as "the other side" is fully integrated into my position. The actual "other side" is people being bad at math.
 
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Shear-buckler

Master of reactions
This formula is not correct. PRR is 100/(100+PRR), not (100+PRR)/100.

Conversly, MP, nor SP is a set of static numbers, so the formula is not the same. SP is easy because its base spell damage x SP as a 100+MP as a %. MP is a more complex formula since it impacts certain imbues, sneak attack, etc. But to make it simple its base weapon damage x MP as a %. I think you might not understand this and are looking at the wiki, in which case they present a negative melee power formula to determine the % damage, which is 100/(100+negative melee power). This is simply to figure what % you would use for your multiplier. This actually reduces your base weapon damage with this formula.
No. The formula is correct. You just have to pay attention and see what is actually written.

As for MP and SP. I am refering specifically to the multiplier to damage. It follows the exact same formula multiplier=(100+MP)/100. This is a linear formula. The existance of other damage factors does not make this a non-linear formula.

I strongly suggest you reread the thread because you are confindently incorrect to an almost comical level about my position.
 

Contessor

Well-known member
No. The formula is correct. You just have to pay attention and see what is actually written.

As for MP and SP. I am refering specifically to the multiplier to damage. It follows the exact same formula multiplier=(100+MP)/100. This is a linear formula. The existance of other damage factors does not make this a non-linear formula.

I strongly suggest you reread the thread because you are confindently incorrect to an almost comical level about my position.
I admitted that already. Congratulations for being a jerk about it. I still think your argument is reaching to what you want the conclusion to be regardless. But I know that is usually always your position here. So congratulations on being the best at a video game. I don’t live on DDO although so I am OK being above average on DDO and actually liked in real life.
 
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Shear-buckler

Master of reactions
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.

Melee power is totally different, despite the formula looking similar. The difference is melee power is affected by more than just a set of static number like PRR. As your weapon damage increases, melee power progression increases as well. The bell curve looks completely opposite of PRR. Neither are anything close to linear. They both have a curve, but MP curve looks nothing like PRR because cirt profile and base weapon damage are variables and multipliers for MP, as well as other added damages.
Yes I know how the damage reduction curve looks like. The point I am making is that having a non-linear damage reduction curve does not mean that the effect of the stat is non-linear.

The damage reduction/avoidance curve of dodge is linear, but the effect most certainly is not. I explained this in more detail a few posts back. What that means is that the damage reduction curve is the wrong place to look to evaluate if a stat has linear, diminishing or increasing returns.
 
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Shear-buckler

Master of reactions
I admitted that already. Congratulations for being a jerk about it. I still think your argument is reaching to what you want the conclusion to be regardless. But I know that is usually always your position here. So congratulations on being the best at a video game. I don’t live on DDO although so I am OK being above average on DDO and actually liked in real life.
Dude, are you okay?
 

Shear-buckler

Master of reactions
Yeah not sure how that is worth an argument for effective HPs. I wouldnt use eHPs as a justifcation for anything :p. I thought the whole conversation came from DR. Kind of seems like reaching at straws to me. That formula probably works for non reaper content, but I find it useless inside of reaper content. I mean my sorc has 9000k eHP and gets one or two shot in r10. And double killed in a venge circle.
The in-game EHP is not what is being refered to here. That value is pretty useless because it includes avoidance.
EHP as a concept though is very useful, inside and outside of reaper.
Its not reaching for straws, its about constructing a meaningful way to evaluate stats.

If you look only at the DR curve it does indeed look like PRR has diminishing, non-linear, returns. As evident in this thread that is where some people end their analysis. The problem is that it is a false conclusion and the easiest way to see that is through EHP. That on its own makes it a useful concept.
 

Vox

Well-known member
The in-game EHP is not what is being refered to here. That value is pretty useless because it includes avoidance.
EHP as a concept though is very useful, inside and outside of reaper.
Its not reaching for straws, its about constructing a meaningful way to evaluate stats.

If you look only at the DR curve it does indeed look like PRR has diminishing, non-linear, returns. As evident in this thread that is where some people end their analysis. The problem is that it is a false conclusion and the easiest way to see that is through EHP. That on its own makes it a useful concept.
I believe you are only confusing people because it appears you are finding challenges articulating the information. Compounded with the fact that you have been contradicating yourself.

PRR is not linear. Each progressive point is less effective than that which came before it. Math has already shown this several times in this thread. This is also clearly shown in the "DR curve" as you call it, as well as the tablulated data and math presented by players here and on various discords over time.

eHP is a term in game itself. I think this is what is confusing many players. It includes a whole lot of stuff that have no real game bearing on the difficulties & content typically played.

What PraetorPlato has described is correct in the snapshot view presented. I believe the term he used has confused you and many others, and I suggest that tHP (target HP) might be a better descriptor for that described consideration of hit point target is needed for a certain situation.

However, it is easy to also show the non-linear nature of PRR using the tHP calculation. As the initial PRR rises (ie the characters starting PRR), yes the achievable tHP is higher, however the higher it gets the less impactful it is as it is stepped up. This is because the formula is derived from PRR as a variable, and PRR is not linear because it has diminishing returns.

The diminishing returns is also proven in the theoretical kobold hits example. Yes, every step higher prevents a higher amount of hits the character can survive, however each progressive step is less effective than the one before it, less hits are survived compared to the previous stepping. Therefore, again, PRR has diminishing returns.

You have brought up dodge. Dodge is linear, additive, and achievable to reach the maximum variable (95%). It is not a parabolic curve with diminishing returns. And yes, you can alter the equations to skew the results in your favour.
 

Shear-buckler

Master of reactions
I believe you are only confusing people because it appears you are finding challenges articulating the information. Compounded with the fact that you have been contradicating yourself.

PRR is not linear. Each progressive point is less effective than that which came before it. Math has already shown this several times in this thread. This is also clearly shown in the "DR curve" as you call it, as well as the tablulated data and math presented by players here and on various discords over time.

eHP is a term in game itself. I think this is what is confusing many players. It includes a whole lot of stuff that have no real game bearing on the difficulties & content typically played.

What PraetorPlato has described is correct in the snapshot view presented. I believe the term he used has confused you and many others, and I suggest that tHP (target HP) might be a better descriptor for that described consideration of hit point target is needed for a certain situation.

However, it is easy to also show the non-linear nature of PRR using the tHP calculation. As the initial PRR rises (ie the characters starting PRR), yes the achievable tHP is higher, however the higher it gets the less impactful it is as it is stepped up. This is because the formula is derived from PRR as a variable, and PRR is not linear because it has diminishing returns.

The diminishing returns is also proven in the theoretical kobold hits example. Yes, every step higher prevents a higher amount of hits the character can survive, however each progressive step is less effective than the one before it, less hits are survived compared to the previous stepping. Therefore, again, PRR has diminishing returns.

You have brought up dodge. Dodge is linear, additive, and achievable to reach the maximum variable (95%). It is not a parabolic curve with diminishing returns. And yes, you can alter the equations to skew the results in your favour.
Sorry but no. If you want to examine causes of confusion you should look at your definition of diminishing returns. You defined linear progression as having diminishing returns. This is very much a non-standard definition and not what people mean when they look at the DR curve and see a diminishing return behaviour.

The fact is that the effect of PRR and MP/SP follow identical equations. If you accept that then there is no confusion. If you don't accept it you are wrong and your attempts to justify it will cause confusion. This way of looking at it does away the semantics and the definition of diminishing returns becomes secondary.

As for dodge, evaluating dodge as a linear progression where each point is as useful as the last is a bad way to look at it. Dodge gets better the more of it you have. This is a big part of why dodge clickies are so strong. The first 20% is ok-ish, but if you go from 30% to 50% you will see massive improvements in survivability. If you went from 75% to 95% it would be even greater. In the last case you would reduce the number of incomming hits by 80% while in the first case only 20%. What this means is that the linear avoidance of dodge does not translate to a linear effect on survivability. Exactly the same is true for the PRR DR curve; the non-linear PRR DR curve does not translate to a non-linear effect on survivability. Another step is required to make a meaningful evaluation, which is where EHP comes in as very useful for evaluating PRR.

As for the in-game EHP stat. Using EHP to evaluate the effect of PRR is far older than the in-game number. DDO did not invent the term.

If you still think that I am confused or contradicting myself there is still something that you do not understand and I ask you to reread the thread before you reply. Everything has been explained in detail mutliple times already.
 

Vox

Well-known member
Sorry but no. If you want to examine causes of confusion you should look at your definition of diminishing returns. You defined linear progression as having diminishing returns. This is very much a non-standard definition and not what people mean when they look at the DR curve and see a diminishing return behaviour.

The fact is that the effect of PRR and MP/SP follow identical equations. If you accept that then there is no confusion. If you don't accept it you are wrong and your attempts to justify it will cause confusion. This way of looking at it does away the semantics and the definition of diminishing returns becomes secondary.

As for dodge, evaluating dodge as a linear progression where each point is as useful as the last is a bad way to look at it. Dodge gets better the more of it you have. This is a big part of why dodge clickies are so strong. The first 20% is ok-ish, but if you go from 30% to 50% you will see massive improvements in survivability. If you went from 75% to 95% it would be even greater. In the last case you would reduce the number of incomming hits by 80% while in the first case only 20%. What this means is that the linear avoidance of dodge does not translate to a linear effect on survivability. Exactly the same is true for the PRR DR curve; the non-linear PRR DR curve does not translate to a non-linear effect on survivability. Another step is required to make a meaningful evaluation, which is where EHP comes in as very useful for evaluating PRR.

As for the in-game EHP stat. Using EHP to evaluate the effect of PRR is far older than the in-game number. DDO did not invent the term.

If you still think that I am confused or contradicting myself there is still something that you do not understand and I ask you to reread the thread before you reply. Everything has been explained in detail mutliple times already.

Where did I say I defined the DR curve as linear progression? Are you ok? You really seem to be struggling with this.

I'd appreciate your math to help understand your results on dodge, but again, you seem really confused because you admit dodge is linear despite arguing with others that it is not. If it is because you are adding in additional parameters simply to support your personal viewpoint, yes if gets confusing when you need to juggle things to try to keep your own viewpoint.

In game eHP? Was there a point to this string of words? Did you just need to justify using the term within your own conditions?

We've tried words, math, pictures, but you seem to be the only person who is highly strung on non-linear diminishing returns being apparently false.
 

Shear-buckler

Master of reactions
Where did I say I defined the DR curve as linear progression? Are you ok? You really seem to be struggling with this.
The hostility is uncalled for and is compromising your reading comprehension. Drop it. At no point did I say you defined the DR curve as linear progression. Quite the opposite, we both agree that the DR curve is not linear.

Just as going from 100 to 110 MP only increases damage by 5% so does going from 100 to 110 PRR only increase EHP by 5%. You suggested that this means that both MP and PRR has diminising returns. Alright, while I disagree with that definition I can grant you that for the sake of progress. The important part for understanding the systems is they follow the same linear equation. If we agree here, what more is there to discuss really? Just semantics?

I'd appreciate your math to help understand your results on dodge, but again, you seem really confused because you admit dodge is linear despite arguing with others that it is not. If it is because you are adding in additional parameters simply to support your personal viewpoint, yes if gets confusing when you need to juggle things to try to keep your own viewpoint.
Again, the hostility is compromising your reading. The confusion is again on your part.

The avoidance curve of dodge is linear. The effect on survivability is non-linear. This is not a contradiction or a confused statement, this is the very core of the issue. The conclusion is that you cannot look at the damage reduction/avoidance curve and think that the actual effect on survivability follows the same curve. This is the most important point for anyone looking at the DR curve and struggling to understand how the effect of PRR can be linear.

We've tried words, math, pictures, but you seem to be the only person who is highly strung on non-linear diminishing returns being apparently false.
It is getting rather hilarious how confidently incorrect you are about my position.
 

Shear-buckler

Master of reactions
Please feel free to correct my results:
tEvnNdY.jpeg

(move the decimal place on damage taken % if it's easier for you to see the percentage number)

The damage mitigation strength shows that *compared to zero PRR*, higher and higher PRR is linear. This is derived from the PRR/eHP formula

The actual PRR damage reduction, from increasing PRR compared to a lower amount, is *not* linear. Therefore each additional point of PRR gives diminishing returns.
Returning to this post where you have the numbers written out for more clarity.
The "damage mitigation strength" is a linear progression and can be constructed as exactly the same equation as MP/SP. Can we simply agree to not call that "diminishing returns"?

The "PRR damage reduction" is not linear, yes, and that equation certainly has diminishing returns.

The question now becomes which of them captures the effect on survivability. The answer is the "damage mitigation strength" and not the "PRR damage reduction". Thus the effect of PRR is linear.

A way to explain it is that the benefit of damage reduction is not linear. Getting +1% additional damage reduction is better the more you already have. The best example is comparing going from 0%->1% damage reduction vs going from 99%->100% damage reduction. The first is marginal at best while the second makes you completely invulnerable.
This is how dodge works (and why there is a cap at 95%) and a big reason why boosting dodge is so powerful. Increasing dodge by 50% from 30% to 80% (imp. uncanny dodge) means you remove over 70% of the attacks that would have otherwise hit you.
The PRR formula factors this in and turns the increasing return into a linear return.
 

Contessor

Well-known member
Returning to this post where you have the numbers written out for more clarity.
The "damage mitigation strength" is a linear progression and can be constructed as exactly the same equation as MP/SP. Can we simply agree to not call that "diminishing returns"?

The "PRR damage reduction" is not linear, yes, and that equation certainly has diminishing returns.

The question now becomes which of them captures the effect on survivability. The answer is the "damage mitigation strength" and not the "PRR damage reduction". Thus the effect of PRR is linear.

A way to explain it is that the benefit of damage reduction is not linear. Getting +1% additional damage reduction is better the more you already have. The best example is comparing going from 0%->1% damage reduction vs going from 99%->100% damage reduction. The first is marginal at best while the second makes you completely invulnerable.
This is how dodge works (and why there is a cap at 95%) and a big reason why boosting dodge is so powerful. Increasing dodge by 50% from 30% to 80% (imp. uncanny dodge) means you remove over 70% of the attacks that would have otherwise hit you.
The PRR formula factors this in and turns the increasing return into a linear return.
Diminishing returns is described as when input no longer achieves a productive output. I don’t think anyone is disputing the actual facts, but the way you are conveying these facts with terms was not accurate. That’s where I got confused to be honest. The same could be said how you keep calling the data points linear. They are not as compared to opportunity investment.

Incremental returns is a term where the result outweighs the investment value. This is not the same thing as incremental gains however. It is simply saying a small investment can produce a large reward and is a relative term, not linear.

Dimishing return is where the investment or input begins to outweigh the results. The apex of diminishing return should be the goal is known as maximum yield.

Negative returns is where the investment or input far outweighs the results.

So none of these terms, even negative, assumes there is no incremental gains, but more relative to the opportunity cost.

Additionally no one spreadsheet can definitively say in DDO what dimishing returns would be, without further defining the goals of those investments.

So for example a tank would have a much higher tolerance for diminishing returns with regards to PRR, than say a range character. This is relative to the opportunity cost vs the end result desired. But in economics, every scenario has to be defined with one of these three terms.

As far as linear (this term is used to express graphed results) is concerned, yes the data points as a percentage of damage reduction can be expressed in a graph in a linear line. But not including that opportunity cost to compare makes this linear discussion largely irrelevant, since no resource is finite. This is where the PRR progression becomes non-linear.

So maybe the terms are inaccurate, but I think everyone is on the same page as far as the math?
 
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Shear-buckler

Master of reactions
You are describing diminishing returns but say it’s incremental. Diminishing returns is described as when input no longer achieves a productive output. I don’t think anyone is disputing the actual facts, but the way you are conveying these facts with terms is not accurate.

Incremental returns is a term where the result outweighs the investment value.

Dimishing return is where the investment or input begins to outweigh the results. The apex of diminishing return should be the goal is known as maximum yield.

Negative returns is where the investment or input far outweighs the results.

So none of these terms, even negative, assumes there is no incremental gains, but more relative to the opportunity cost.

Additionally no one spreadsheet can definitively say in DDO what dimishing returns would be, without further defining the goals of those investments.

So for example a tank would have a much higher tolerance for finishing returns on PRR, than say a range character. This is relative to the opportunity cost vs the end result desired. But in economics, every scenario has to be defined with one of these three terms.
Look, the definition of diminishing returns does not matter as long as we are talking about the same thing. The semantics is not important other than being able to communicate the ideas.

To get around the semantics I keep refering to the more easily understood MP/SP systems. Understanding that PRR follows the exact same equation removes all issues of semantics and confusion and brings clarity.

People are indeed disputing the facts here and are claiming that the effect of PRR has diminishing returns based on the DR formula in a way that MP does not. That was your position a few posts back, no? It's simply false but it's not exactly a surprising conclusion from looking at the DR graphs on the wiki.
 

Contessor

Well-known member
Look, the definition of diminishing returns does not matter as long as we are talking about the same thing. The semantics is not important other than being able to communicate the ideas.

To get around the semantics I keep refering to the more easily understood MP/SP systems. Understanding that PRR follows the exact same equation removes all issues of semantics and confusion and brings clarity.

People are indeed disputing the facts here and are claiming that the effect of PRR has diminishing returns based on the DR formula in a way that MP does not. That was your position a few posts back, no? It's simply false but it's not exactly a surprising conclusion from looking at the DR graphs on the wiki.
I don’t think that can ever be rationaled properly without knowing the goals of the build.

In terms of melee DPS, damage (MP) is a higher priority, while PRR is secondary. On a caster or range, RP or SP (or DC) would be even higher of a priority than on a melee DPS. On a tank PRR would have a high priority.

You need to define the variables before dimishing returns could even be applied properly.

But even a highly desired outcome will still eventually have a threshold where opportunity cost outweighs results.

Double strike is one that baffles me more than anything. I know many build for innate 100%, which requires a significant investment and less than ideal build choices to achieve this effectively on many builds. I also think due to downtime of reaper clickies that 70% is not enough. For me I find diminishing returns around the 85% DS. But in this scenario I defined my desired results properly. I cannot apply this same definition to someone that doesn’t like or have the ability to boost with reaper clickies.

But as far as the value of DS 85% vs 100% that could be easily justified without other variables to consider.
 
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Shear-buckler

Master of reactions
I don’t think that can ever be rationaled properly without knowing the goals of the build.

In terms of melee DPS, damage (MP) is a higher priority, while PRR is secondary. On a caster or range, RP or SP (or DC) would be even higher of a priority than on a melee DPS. On a tank PRR would have a high priority.

You need to define the variables before dimishing returns could even be applied properly.

But even a highly desired outcome will still eventually have a threshold where opportunity cost outweighs results.

Double strike is one that baffles me more than anything. I know many build for innate 100%, which requires a significant investment and less than ideal build choices to achieve this effectively on many builds. I also think due to downtime of reaper clickies that 70% is not enough. For me I find diminishing returns around the 85% DS. But in this scenario I defined my desired results properly. I cannot apply this same definition to someone that doesn’t like or have the ability to boost with reaper clickies.

But as far as the value of DS 85% vs 100% that could be easily justified without other variables to consider.
I don't disagree and I see what you are getting at, but it still misses the point of the discussion.

We are talking about the behaviour of specific equations. At that level you can say if they have diminishing returns or not without looking at other variables.
The notion that PRR has diminishing returns that is being challenged does not come from the perspective that your are talking about, but from the DR formula itself, independent from other variables; "the curve rises quickly and then flattens out" as it were. This gives an appearance of diminishing returns in a mathematical sense that other stats do not have. What people are missing there is that the DR curve is the "wrong place" to look for the effect on survivability.
 

Contessor

Well-known member
I don't disagree and I see what you are getting at, but it still misses the point of the discussion.

We are talking about the behaviour of specific equations. At that level you can say if they have diminishing returns or not without looking at other variables.
The notion that PRR has diminishing returns that is being challenged does not come from the perspective that your are talking about, but from the DR formula itself, independent from other variables; "the curve rises quickly and then flattens out" as it were. This gives an appearance of diminishing returns in a mathematical sense that other stats do not have. What people are missing there is that the DR curve is the "wrong place" to look for the effect on survivability.
Yes this makes more sense now, putting it this way.
 
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