I know that armuor reduces damage from hits, but not from damage overtime, and resistance reduces all damage. So I thought of 2 options:
Suppose the character takes 100 damage from a hit. he has 40% armuor and 75% in all resistances.
Option a)Armor reduces 40% of the damage (100-> 60) and resistance reduces 75% of the rest (60-> 15)
Option b)The game chooses the highest value. If the resistance is greater than amour, use resistance, if not, use armour. In that case the final damage would be 25.
Bonus question: If I have 90% fire resistance and Iām on a map with level 80, enemies have 75% penetration. Does this mean that if he attacks with fire, I reduce the damage by 15% or 0%? Basically I want to know if the surplus reduces penetration, or just reduces āreduce resistanceā effects.
I will answer that question first. Since itās relevant for your first question.
Enemy Penetration(in your example 75%) does apply after resistance cap.
So you would have 0% resistance in your example. Bonus Info:
So overcapping is only neccessary and usefull for shred (maximum of 40% at 20 stacks) and mark for death (-25% resistances)
So the absolute hardcap that would be neccessary to counteract all of those mechanics would be 140%
Incoming damage gets reduced by both resistance and armour, so in your example assuming we are in a lvl 0 area (otherwise enemies would penetrate your resistance) Option a) would be correct, but i think armour will be applied after resistances, since armour has an additional mechanic, were it does get increases effectiveness if the hits brings you below a certain threlshold (30 + 3 per area level)
Resistances is first then armour (since armour has an additional effect of giving increased mitigation for any damage taken below a threshold, and this works on the portion of a hit that goes below the threshold, so if 90 damage of the hit were above the threshold, it would be reduced by the lower figure, and if 10 damage of the hit were below the threshold it would be mitigated by the bigger/better %).
But remember armour having greater effect when getting below a threshold so i would assume, armour taking place after resistance calculation would make alot of sense.
I am really bad at math, but i know that damage dealt to the part of your health that is below the threshold will get the extra armour effect.
Would be really interesting if there would be actually a difference if the armour + resistance calculations take place after one another or if itās all calcualted in one calculation.
I am sure Llama can do some crazy math when he got enough sleep
Or Maybe @FoE does know an answer?
You could do armour first then resists, but it would be quite a lot more complicated to then do armourās increased mitigation if the hit takes your hp below the threshold.
If the increased mitigation didnāt exist then it would matter what order the defences occur in.
Edit: As far as I understand programming, they generally prefer simpler calculations over more complex ones where possible and it would be simpler if you had dodge first, then block/resists/any other % mitigation (eg, frailty, the various āyou take x % reduced damageā modifiers) in the middle and armour at the end (since armour needs to be recalculated for any damage below the threshold, and why would you then go back and recalculate all the others as well?)
Not entirely sure where the ādamage taken from mana before healthā sits though, Iād probably assume it goes after armour, after ward but before health.