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Dark and darker – Let’s consider a scenario

To illustrate the point, let’s consider a scenario: if you possess a white weapon and attempt to inflict damage on a blue tank fighter, you may eventually observe that you have landed three times as many hits on them as they have on you.

However, it’s important to clarify that this assertion is mathematically implausible. Upon reevaluation of your statement, it becomes apparent that there might be an underestimation of the substantial damage potential even associated with a white weapon. Alternatively, there could be an overestimation of the damage reduction obtained from a full set of blue gear. In isolation, wearing full blue gear, even without incorporating taunt, would typically yield around 50% damage reduction (DR) at the very least, based on the lowest plate and dark plate rolls.

A 50% physical damage reduction doesn’t translate to a 3-fold increase in effective health; it actually results in a doubling of effective health. Furthermore, if it indeed requires three times as many hits on you as you do on them, the number should be six hits, not fifteen. Even with this adjusted calculation, a situation where someone can only endure 3-6 headshots remains plausible. In the case of a rogue, who can execute some of the swiftest attacks in the game, the 3-6 headshots equate to a mere two seconds of actual contact time with the weapon – a relatively short duration. This argument is further negated for rogues, as they can choose to engage with taunt if the fighter employs it, exploit weak points, and outmaneuver the opponent with ease. Absent weak point, the fighter is rendered helpless, as the rogue effortlessly maneuvers around them, particularly if an ambush is executed.

It’s apparent that the “napkin math” used doesn’t accurately align with the actual figures involved. To provide a clearer illustration, let’s conduct a straightforward calculation:

Consider the white rondel with the lowest roll of 19 damage. For simplicity, disregard any perks or modifiers, and assume that the negative modifiers on the rogue’s damage are negated by your gear.

Imagine ambushing the fighter from stealth, who remains unaware of your presence. In this hypothetical instance, let’s assess the number of headshots required to eliminate the fighter, assuming they refrain from using taunt due to panic:

First Headshot:
19 damage x 1 + (50% damage from headshot – 18% headshot reduction + 50% weak point damage) = Approximately 34 damage before resistance.

Fighter’s DR ~50% x 0.5 from weak point = 25% physical resistance.

34 x 0.75 = Roughly 25 damage. Even with 50% DR, a quarter of their health is diminished by a single swing, without factoring in any additional rogue perks that would further lower their DR (which often leads to rogues opting for thrust attacks).

Subsequent hits deal normal damage, yet the resistance is still diminished. This converts the initial 34 damage to 25, which is then further reduced to 20 damage after factoring in resistance. Consequently, four more hits are required to eliminate the fighter. In essence, five hits are needed to dispatch a fighter wearing full blue gear as a rogue with a white weapon, even without accounting for a negative damage modifier.

In conclusion, it’s evident that the initial assertion is not accurately grounded in the numerical realities.

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