does the forum mention about player’s penetration cap? It is 75% for enemies, I am not sure if it is the same for players.
The penetration mechanic per area level only applies to enemies.
The player does not have any penetration baseline. All penetration comes from gear, passives and skills.
On that not, enemies do not have any resistance baseline, but you can penetrate into negative resistance which basically means that penetration and/or shred is a pretty easy more multiplier.
For example 5% penetration is 5% more damage(for that damage type)
I see, thx. further question: is there a list or post of monsters stats like armor res health endurance glancing blow chance, etc.?
Monster do not have any resistance, armour, endurance GB etc. baseline.
Unless specifically stated (mods below their hp bar)
And regarding Health, there are no exact numbers, but that doesn’t matter for any kind of calculation or decision making anyway.
This question came up some time ago, that there is no realistic cap, but a point of about +20 penetration from all sources is a good goal to aim for before diminishing returns starts to happen.
I see, but for endurance and threshold, if it does not have a baseline, how does it calculate in monolith mod while other stats are simply adding to monsters base?
More clarify, players have 20% endurance and 20% of max life as threshold. if enemies start with nothing of endurance threshold, how is adding endurance % work for them since they do not have a threshold?
thank you, I get it now.
I don’t know exactly, but I am assuming that monsters also have 20% Of Their Max HP as Endurance Threshold
I think mobs don’t have any endurence and only bosses have their “I make chars feel they are lvl 10 again!” dgm reduction thing.
Read the previous posts… it’s about when enemies have the monolith modifier with % endurance.
What you are talking about is adaptive damage reduction, which cannot be countered by anything, since it’s DR.
And was scaled back a lot.
thank you, I will take it that way. unless otherwise.
Lol I missed a pretty important piece of information there :D. Then again 20% seems about right because i don’t see any difference if the modifier is there or not while having 15ish % of kill threshold.
good point
however, I came up with some questions, since monsters do not have any of those baseline, how would they reduced so much of damage compare against to the training dummy, also no where claims that monsters res or armor etc. will scale with area LV, if I may miss something here.
Monsters gain damage reduction based on the area level.
The trainings dummy does not have this kind of damage reduction, that’s the reason you deal so much damage to the dummy.
does damage reduction have a scaling or value to be specific?
No we don’t have any specific values.
But since there is nothing you can do about it, we as players do not need to have an exact number for it anyway.
It would not change any decision making knowing it’s 90% or 95% DR at lvl 100
more to come, if damage reduction were one thing that doesnt mention in any mechanic, how will damage calculates or just simply ignore it and take it as the monsters baseline.
ok
I got it, thanks Heavy.