camelotcrusade
01-31-2014, 06:51 PM
Hi guys,
I was reading my units and I don't quite understand how mixed damage types work. My soothsayer says he does 10-20 damage and it lists the type as physical/magic.
Does this mean he does 5-10 physical and 5-10 magic damage to an enemy? So if the enemy had 25% physical resistance I would do 4-8 + 5-10 (assuming round up fractions)? Damage would be 9-18.
Or, does it mean he favors the type they aren't resistant to, and he'd do 10-20 magic damage? Too bad for the enemy he has no magic resistance.
What if I use a spell or song to add a new damage type on top of those two? Song of Muspell puts a buff on me that says "minimum 28% of damage is fire damage."
For example my gorgon shoots a skeleton, and his eye beam does 11-16 damage of types physical and poison, plus Muspell fire buff. The skelly has 10% fire vulnerability and 50% poison resistance.
If it's the split method, it would be (5.5 round up) 6-8 physical and (2.25 round down) 2-4 poison for a range of 8-12 damage. Then I guess he rolls damage (say he gets a 10) and 3 points become fire damage. Since 10% of 3 (i.e., 3.3) due to vulnerability won't affect rounding the Muspell was pointless. If that's how it works, anyway.
Basically I am wondering if mixed damage types has diminishing returns or if it's stronger than that and just favors whatever loop holes you can exploit in enemy resistances. Is it worth adding another damage type when you already have two? Etc.
Has anybody tested this or looked into the code?
I was reading my units and I don't quite understand how mixed damage types work. My soothsayer says he does 10-20 damage and it lists the type as physical/magic.
Does this mean he does 5-10 physical and 5-10 magic damage to an enemy? So if the enemy had 25% physical resistance I would do 4-8 + 5-10 (assuming round up fractions)? Damage would be 9-18.
Or, does it mean he favors the type they aren't resistant to, and he'd do 10-20 magic damage? Too bad for the enemy he has no magic resistance.
What if I use a spell or song to add a new damage type on top of those two? Song of Muspell puts a buff on me that says "minimum 28% of damage is fire damage."
For example my gorgon shoots a skeleton, and his eye beam does 11-16 damage of types physical and poison, plus Muspell fire buff. The skelly has 10% fire vulnerability and 50% poison resistance.
If it's the split method, it would be (5.5 round up) 6-8 physical and (2.25 round down) 2-4 poison for a range of 8-12 damage. Then I guess he rolls damage (say he gets a 10) and 3 points become fire damage. Since 10% of 3 (i.e., 3.3) due to vulnerability won't affect rounding the Muspell was pointless. If that's how it works, anyway.
Basically I am wondering if mixed damage types has diminishing returns or if it's stronger than that and just favors whatever loop holes you can exploit in enemy resistances. Is it worth adding another damage type when you already have two? Etc.
Has anybody tested this or looked into the code?