As somebody already said human players hadan aditional damage reduction before any gear was taken into account in diablo 2. We already know blizzard had something worked into pvp called pvp balance buff. Its the simplest solution: Flat damage reduction taken from other player for everyone. Say everyone takes 80% less damage from players, gear stats doesent lose any value and theres no one shot. Easy fix. Even now with resist, armor and avoidance level players can reach there is no "one shot", so it probably wont be as high as flat 80%, it was just an exemple.
At the end of the day, this is not world of warcraft. You wont be beating on a monk for 15 minute to kill him. Considering its classic Team deathmatch, death will be pretty quick.
Expected dmg to Player characters per hit with r% all resistance reduce, a% armor reduce and d% dodge where r,a,d are in [0,1] (0 for nothing 1 for 100%)
Assume an expected dmg output H of a hit (can be computed out of min/max dmg and crit chance), then the received dmg is
(1 - a)(1 - r)*H (nothing random here). If we call H' the actual received dmg, then we have
P(H' = (1 - a)(1 - r)*H) = 1 - d, and P(H' = 0) = d (bernoullie random variable). The expected dmg for one hit is then
0*d + (1 - a)(1 - r)*H(1 - d)
Some values:
a = 0.5, r = 0.5, H = 500k (quite large) d = 0.3, then we get for the expected incoming damage
87500
Now this expectation does not tell us anything as the resulting damage would be either 0 or 125000, but if we repeat this experiment (same hit everytime) we can actually get something out of the expectation. So assume we want to execute the hit n times, the expectation is then
(1-a)(1-r)H(1-d)n (sum of single hits, linearity of expectation)
Examples
Assume we have 40k hp and we want to survive 10 hits, so we would like to have
(1 - a)(1 - r)H(1-d)10 < 40000
If we keep a,r,H , we have
125000*(1-d)*10 < 40000 => (1-d) < 0,032 => 0.968 < d, which was quite a large dodge rate. But it is not suprising as a 125000 hit would still get us killed, so we needed some high evasion. Going into a more realistic scenario, let H be 100000k (i suppose 500000 expected dmg per hit is quite large ? ), we get
(1 - a)(1 - r)H(1-d)10 = 175000 expected dmg for 10 hits, with 50% evasion 60% reduce (both types) we still expect to receive
80000 dmg and still can expect to be dead after 10 hits. 70% reduce (both types) goes to
45000 expected dmg after 10 hits, going for 60% evasion results in
36000
What is left?
Now, if some opponent has a high attack speed the game would still have quite short duration (as long as the one who is attacked does nothing ). The expected dmg on hit H is not the dps value, it is computed out of the min/max dmg and the crit chance (other modifiers for pure dmg on hit available that are not included in min/max?).
Reminder : The hitpoints can be replaced by effective hitpoints (considering lifeleech etc.) but the calculations remain the same.
Imagine that:
G = Get
A = A
L = Life
Now in the following example:
(G + A + L) = Get a life.
Some calculations: Ima
The guy that did 5 minute of math needs to get a life, but the guy wasting time on forums to insult others doesent need to? Good stuff. My calculation = bad at math.
One shotting wont be as prevalent as you guys think... you all forget mobs dont have damage reduction and avoidance.
On my barb i would reduce a 300000 hit to 27000 without cooldown or passive accounted for. Thats without counting stuff like having monk on your team where id have 50% dodge while the monk spam mentra. If anything i think people will be bummed by the fact most of the attacks will miss on most classes. Even the most extreme case of hungering arrow passing multiple time and critting for 500k would be reduced to 45000 damage. Thats highly unlikely to happen because player have high avoidance. I still would survive it with resonable hp left. 500k is not an average crit for anybody.
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At the end of the day, this is not world of warcraft. You wont be beating on a monk for 15 minute to kill him. Considering its classic Team deathmatch, death will be pretty quick.
The guy that did 5 minute of math needs to get a life, but the guy wasting time on forums to insult others doesent need to? Good stuff. My calculation = bad at math.
On my barb i would reduce a 300000 hit to 27000 without cooldown or passive accounted for. Thats without counting stuff like having monk on your team where id have 50% dodge while the monk spam mentra. If anything i think people will be bummed by the fact most of the attacks will miss on most classes. Even the most extreme case of hungering arrow passing multiple time and critting for 500k would be reduced to 45000 damage. Thats highly unlikely to happen because player have high avoidance. I still would survive it with resonable hp left. 500k is not an average crit for anybody.