Hidden damage reduction at higher levels?

I’m at this point quite confused how my damage actually works. I go hit a training dummy and get about 2-4 times the damage sometimes then when I go to monolith. Especially switching to empowered monoliths now it seems my damage just is less, without any change in gear or anything. Is there a hidden damage reduction if the enemy level or zone is higher than your character level or something?
It seems very weird to me. Can someone explain please?

More gooder enemies less dmg they take.

Bosses are even worse because they have a damage reduction mechanic so they don’t get oneshot… besides from falconeers.

There is a behind the scenes DR for mobs for sure. Dummys have no DR of any kind as far as I know so the the dummy damage is completely unrealistic.

I believe higher level mobs have higher resistances and armor, which is why penetration and armor shred are useful stats to begin with.

But yeah, the game doesn’t really explain this. It’s only my assumption.

Nope, monsters have almost no armor or resistance. a few mob types have resistance, but not a lot.

As for why mobs take less damage, there is a growing DR globally relative to area level. caps out at id hazard to guess 85/90% something like that. you will eventually hit the dummy for about 10x what you hit actual monsters for.

This is so that the numbers the player sees are more easy to digest and values of things dont have to scale to insane numbers. You dont do millions of dps, you do 100k dps etc on real targets.(Atleast I think thats the intended purpose dont remember what the devs have said to this)

Though with how the dummies are set up, and how the game pans out it leads to more confusion I think rofl.

I don’t think that’s quite it. This would mean they devalue the players dmg almost completely while scaling the enemies even higher. If anyone said this mechanic is there so the numbers are better to read I’ll most likely fall over laughing.

Maybe @AndrewTilley can shed some light in this matter with his magic quote fingers.#

In the guide, they have some “community ressources” where I found this:

Without any explenation how they get this numbers… I love that kind of information :smiley: . Thx For bringing it up though.

I dont remember the reason but the info just linked on the website is most likely pulled from the game itself. But I can confirm thats how it works for level 100 characters.

my wraithlord crits level 100 area monsters for 40k, and the dummy for about 400k.

You can test it in game, its pretty easy to notice it. and if I go to a lower level area, say a campaign area, I do 200k etc.

edit: there is also damage variance, that I think is covered in a post on the forums. which is why I said 85/90 cause your damage varies obviously looks like I was right on the money however.

Good to know tunks has the info tho.

That rings a bell, I’m sure I read or heard this somewhere before. Nor sure if it was an official EHG statement, though.

Well that’s one way you can make a game arteficely harder without increasing anything but numbers ^^.

It’s datamined - very useful/reliable site.

I can do around 70K -1 200 000M per chance of crit …without crit i can do around 80k into small enemies. Into big ones around 40-70k or with crit for hundreds.
I was sharing there video with my build in one post and after i made new stuffs to build…enemies on higher lvls have higher damage or resistances, reductions…almost similar to player stats. Sometime i go monolith without problem and sometime big scoripion thing with shield take me time like fight with boss because necrotic resistance on him …even with penetration % on items.
And sometimes i just get IK for some javeline…spell or arrows i dont even see trough my aura on character and hundreds enemies runing to me.

I don’t want to belittle the usefullness of the site but sources to their findings would be nice. If they said “It’s in the code that’s how it works!” all would be fine. Right now I see a graph, that is most likely true, everyone could’ve made up ^^.

I see, thanks for the info everyone.

But man, as a player this is incredibly annoying for build planning. I was doing 2k a hit with my mage previously, so when I (for the first time) used a planner for my current build and saw damage numbers in the 10k’s I was thinking, cool, this will do so much more damage (and get much more LEECH), but now effectively it deals about the same or less AND my recovery is way worse, but I only learn that after 10-20 hours of playing :frowning:
But I guess in the future, when planning I just assume I deal about 1/10th of my actual damage and work with that, but man it feels like slap in the face tbh after going through hours of planning to make sure the build is viable and fun

a bit off topic but is there a way to get more useful info out of the dummies? Just looking at how big the numbers are seems like a pretty simple and relatively useless info since I can do that in monos anyway.

The DR monsters get does not impact your build planning in anyway. If you do 100, 500 or 1000 damage it doesn’t matter. All of your damage will still be relative to each other, if you test in the same area level.

Planning with how much leech you want or need is definitely somethign that requries some testing and playing.

You could say the same for anything not in the game guide, but in general, those graphs tend to be correct. Mostly, because if someone was being wrong on the internet, they’ld be told about it. repeatedly.

Actually it does, if I compare in game numbers from previous builds to the sheet dps numbers on planned new builds, since I’d need to divide the numbers of the planned build by about a factor of 8 to get a real comparison first. I mean I guess, now that I know it’s fine, but for my current build I definitely expected WAY more damage

It’s exactly that. Mobs generally have no resists or armour but they do get % DR that caps out at ~90% at lvl 100. The dummies do not get this DR.

It doesn’t because the DR is unavoidable. Mobs will always take ~1/10 of the damage at lvl 100 compared to the dummy. The dps tooltip is notoriously flakey & unreliable, but if skill A says it’ll do ~1k dps & skill B says it’ll do 10k dps, skill B will do 10x the damage of skill B.

It does, because

Gets cucked real hard, while other sources of healing become relatively better, by a factor of more than 7.

Unless leech is taken from the damage before DR, in which case it indeed does not affect build planning.