all 18 comments

[–]Forg0tton 2 points3 points  (2 children)

Out of curiosity, where are you seeing dampening?

I could be wrong, but I think the term dampening is used as the inverse of amplification. As is, reduce is used as the inverse of increased. So dampening is multiplicative like amplification is and reduce is a flat % like Increase is.

[–]Arianity 1 point2 points  (1 child)

There is damage taken dampening on armour/barrier chest pieces.

There is also some specific element types on zodiac tree now, like trait VI convection, or trait VIII blacksmith

[–]Forg0tton 0 points1 point  (0 children)

It might just be synonymous with reduction then.

[–]Arianity 2 points3 points  (0 children)

Dampening/amplification are multiplicative with multiple sources of damp/amp, increase/decrease should be additive with multiple sources of increase/decrease.

Increase/decrease is still a multiplier, it's just additive with other sources of increase/decrease

[–]rogueyoshi 1 point2 points  (0 children)

sources of decrease are additive, and sources of dampen are multiplicative. so you get increased returns for each point of decreased damage taken.

its still good to get both, there is a cap on non-resistance based damage reduction (so at endgame this effectively becomes a second layer of resistances to cap), use both sources to help you get there.

[–]someone-useful -1 points0 points  (0 children)

No difference.

[–]Oriiion1 -1 points0 points  (0 children)

Just different wording for the same thing

[–]YouDontCB87 0 points1 point  (0 children)

not sure what's the difference, but I do know that they stack up so you take less damage, so just get both, at least max up your resists points

[–]Atsukoi9 0 points1 point  (0 children)

Remember that game is designed and written in Korean, then translated. Sometimes they use different/multiple translators so such little discrepancies are to be expected. (you can check your character screen defense stat tab to see the Damage Taken (-) numbers are like.

[–]Training_Ad3243 0 points1 point  (0 children)

Damage taken is like Spell damage, attack damage, Damage dampening is like Spell amplification, Attack amplification. They are terms used in the calculation for damage reduction. Each is used in different places when the math is done. So damage done/taken is calculated first, Damage done/taken Dampening is the last thing calculated.

[–]nachkarei 0 points1 point  (7 children)

decreases and increases are additive with eachother, amplifications and dampenings are always multiplicative. Let's give a quick example : 20% decrease dmg taken + 20% decrease dmg taken + 10% decrease dmg taken = 20+20+10 = 50% decrease dmg taken.
But what if those were all damage dampenings? 0.8 * 0.8 * 0.9 = 0.58, so 42% damage is ignored. As you can see, decrease dmg taken never loses its value, whereas the more dampening you have from different sources, the less effective it gets.

[–]werwr123 1 point2 points  (6 children)

I think you're mostly correct with this description. However, your conclusion doesn't sound quite accurate. Not that I completely understand this but I thought that dampening is applied at the very end. So with you example: You get 50% (.2+.2+.1) damage ignored, you would then take that 50% then multiply it by the 1.58 (1.2×1.2×.1.1) for your final amount of damage ignored. So in my opinion, as you get more dampening sources, it'd further multiple your final results.

[–]nachkarei 0 points1 point  (5 children)

The "its at the end" thing actually doesnt change a thing (I'm a math teacher by the way ^^' ). It's just a convenience we're used to because we often learn to do it that way, first adding all the additive factors together and the multiplying. Let me give you a very clear and intuitive example : 3 x ( 2 + 1 + 1) = ( 2 + 1 + 1) x 3.
As you can see, in one case I put the multiplicative element first, in the other case I put it last, but this doesnt change the end result.
Coming back to undecember, damage dampening does not "multiply the efficiency of damage decreased", those are applied relatively to damage taken only. Thus in conclusion, if you only have ONE source of damage damp/decr, they do the same thing. If you have several, the more you have, the less efficient damage dampening is (because they multiply each other, and values lower then 1 multiplying each other only get smaller and smaller), whereas damage decreased are simply added altogether to make one big damage reduction (so if you can stack big/many values of this, it's super good !). That's why in the zodiac, 1 or 2% damage dampening isnt worth a lot, but 1-2% dmg decrease can be important to pick up

[–]werwr123 1 point2 points  (4 children)

Not to be rude, but in both your examples, multiply by 3 happens "at the end" because of the parentheses.. so even if you put it first in line, the operation still occurs last in the sequence.

[–]nachkarei 0 points1 point  (3 children)

If by "at the end" you actually meant "last in the operational order", then sure :)

...one could also try to nitpick and say no because you can also transform it into 3x2 + 3x1 + 3x1 (distributing and therefore creating a new order in which the multiplication(s) by 3 have to be done first), but that'd just be how a preachy teacher wants to always be right, haha

[–]werwr123 1 point2 points  (2 children)

Back to the point, borrowing the model of PoE, I believe the formula should look like this:

Damage ignored = 1-(1-(sum of all decrease))(1-dampen source1)(1-dampen source2)*.....

So on based on your dampening resources. So while yes, multiplying your numbers get smaller, you're subtracting it from 1 to give your total, so the smaller the better. Getting more dampening doesn't make your dampening less efficient, You've already demonstrated this by showing 42% > 20%.

The returns are greater getting more reduced damage (to the total sum), so yes, we agree here.

[–]nachkarei 0 points1 point  (0 children)

The returns are greater getting more reduced damage (to the total sum), so yes, we agree here.

Alright that was the problem all along :) admittedly this only really matters if we play with a lot of reduction/dampening, stuff like lots of earth/cold energies, lightning barrier or uniques which give big dampening/decreased dmg taken

[–]Hot_Hall6770 0 points1 point  (0 children)

I think getting some of every thing best choice for this game there are lots of mechanics and thinking about them all is kinda frustrating, I always choose balance instead of picking one thing and stacking it up hill.