Board Thread:Respawnables Discussion/@comment-27396680-20171026234714/@comment-27396680-20171029152847

"Time for a quick math lesson. I'm not going to be called a clickbaiter after putting hours of editing time and time into calculating all the stats.

Let's start from the top, 50% damage reduction is the equivalent to having 200% health. Why?

50% damage reduction would mean you receive only half the damage you normally would w/o any reductions. 200% health would mean, 100% extra health from what you normally do, not to be confused with +200% health.

Having 200% health would also mean the damage you receive is halved because you now have double the health. Here's a simple example if you still don't grasp the concepts.

Weapon X deals 100 Damage

Your total health is 100

This would mean Weapon X one-shots you. Now wearing 50% damage reduction would mean it would two shot you, because it would do (100*.5) = 50 Damage.

If we take into account the same example but with extra health, let's see what happens.

Your total health is now 200 because you have 200% health (Meaning +100%).

Weapon X deals it normal damage amount (100) and it would still take 2 shots to kill you because 200/100 = 2

To convert equivalence of damage reduction to health, I created the following equation.

10 000/(100-damage reduction) = % Health TOTAL

% Extra health = % Health Total - Original Health

So, 30% damage reduction would be 10 000/(100-30) = 142.8%

%Extra health = 142.8% - 100% = 42% EXTRA

The same is true for other games such as MOBAs in which they use armor, magic resistance, and such. If you go to their calculations it is very similar however there are few differences due to the fact they use flat damage reduction on some things.

Here's a quote from a League of Legends calculation: ''"Armor does not actually become less effective as you get more. The changes in % reduction decrease, but that's sort of a number trick based on how it's presented. Going from, say, 90% damage reduction to 95% would "only" be a puny 5% increase, except your effective health is doubled. Each point of armor is worth a 1% increase in effective health against physical damage, so with a constant health, every point of armor you get is adding the same "health" value as the previous one, despite what the change in reduction % might suggest." ''