I think the way armor is taken into account in damage calculation for difficulties other than Normal is kind of messed up.
I'll give first an algebraic explanation:
Current formula for damage calculation is roughly: (base_dmg - (armor - AP)) * mult * crit * diff, where:
base_dmg is the damage rolled for the attack
armor is the armor value of the defender
AP is the armor penetration value of the attacker
mult - never understood what it is, still it's in the logs, anyways, it's some kind of multiplier
crit - damage multiplier if the attacker scores a critical hit
diff - damage multiplier based upon difficulty level (1 for normal, 1.5 for insane, and so on)
Now, to simplify the equation, let's take the case where AP = 0, and mult and crit multipliers = 1. This gives:
totale_dmg = (base_dmg - armor) * diff = (base_dmg * diff) - (armor * diff)
This means that the difficulty multiplier is applied to armor value as well!
A numerical example for a hit with base_dmg = 50 and diff = 1.5 (insane):
armor = 0 -> total_dmg = 50 * 1.5 - 0 * 1.5 = 75
armor = 10 -> total_dmg = 50 * 1.5 - 10 * 1.5 = 60
As you can see, an armor value of 10 reduces damage by 15! Your effective armor value is raised by 50%!
The same applies when attacking an enemy (damage done reduced by 50%, i.e. diff = 0.5)
Enemy armor 0 -> total_dmg = 50 * 0.5 - 0 * 0.5 = 25
Enemy armor 10 -> total_dmg = 50 * 0.5 - 10 * 0.5 = 20
So, it is like your enemy has an effective armor value equal to just 5 (-50%)!
Given the above, insane difficulty level description should state:
Absolutely unfair game setting
All damage done to the player increased by 50%
All damage done by the player decreased by 50%
All healing for the player decreased by 40%
Player rank is normal instead of elite
Armor value of the player increased by 50%
Armor value of the enemies reduced by 50%
What?!? Last two statements seem to go in the very opposite direction of the increasing difficulty settings.
Furthermore, it is easily deductible that with easy settings, you get a penalty of 30% to armor, while enemies' armor is increased by 10%.
To make things work the way they should be intended, it would be sufficient to apply the difficulty multiplier to the sole base_dmg rolled.
Going insane: the armor paradox
Moderator: Moderator
Going insane: the armor paradox
Don't fear the eyes of the Dark Lord / Morgoth I cry
All hope is gone, but I swear revenge / Hear my oath
I will take part in your damned fate
All hope is gone, but I swear revenge / Hear my oath
I will take part in your damned fate
Re: Going insane: the armor paradox
The (net) damage after armor is increased. Nothing wrong with that.
In the end it only matters for the early game anyway.
In the end it only matters for the early game anyway.
Re: Going insane: the armor paradox
Multiplier is talent multiplier (I believe from my experiments last night making a crit damage increase talent).
For example, Stunning Blow deals 130% of weapon damage.
For example, Stunning Blow deals 130% of weapon damage.