Damage reduction/convert/absorb/negate, how do they add up?

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fateriddle
Halfling
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Joined: Thu Jul 16, 2015 4:46 am

Damage reduction/convert/absorb/negate, how do they add up?

#1 Post by fateriddle »

For example building up an adventurer, you have:

Solipsism convert 40% damage to psi;
Reality Smearing convert 30% to paradox;
In Shadow Veil, 30% damage reduction;
Kinetic Shield, 40% damage absorption up to 40 per hit;
Retribution, negate 50% damage up to 100;

you have a damage shield of 200, and taking a physical hit that would hit you for 300 after armor reduction, what will happen?

Guess it'll be a pain to actually calculate, well, this is just a good way to lay the question out clear and thorough. I'd only love to know the general rules of how do these effects add up.

HousePet
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Re: Damage reduction/convert/absorb/negate, how do they add

#2 Post by HousePet »

As a general rule you add them multiplicatively.
eg. Multiply the damage by 60% for Solipsism.
Then by 70% for Reality Smearing... etc.
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ooli
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Re: Damage reduction/convert/absorb/negate, how do they add

#3 Post by ooli »

This thread http://forums.te4.org/viewtopic.php?f=61&t=40425

It list the order for the various damage augmentation/ reduction.

The order is important for thing like flat reduction before or after some percentage reduction.

The file where the damage are mitigated seems to be damage_type.lua in data ( http://git.net-core.org/tome/t-engine4/ ... _types.lua)
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