Arundel
07-21-2018, 07:08 PM
Community and Devs:
I am looking for some help from someone (or devs) who has played and tested Unarmed and certain mitigation mods at length as well as the Cow mods which seem far more straightforward and I believe they stack in an additive form. However, I have no conclusive results or findings on the cow ones which are apparently additive. The shield proc ones from Unarmed are very confusing to me and I have not tested them much yet. So, from reading the forums I have gathered that they are all separate proc chances (not stacking) that can proc on each hit and give the % chance provided and the % shield noted in the treasure mod. However, I'm a bit confused by the possibilities of me being wrong and its harder for me to test this one. Also, this feedback would help in understanding mitigation in general and how they are added, applied, in what order, and even armor and other mitigation forms: how does all of this work together. In old Dungeons and Dragons there were rules about when certain "rolls" happened, who got the "initiative" or first strike, etc. This is similar and I'd love to know, particularly because the posts I have read on it didn't provide much info and were older.
You don't have to read all the mods I list if you get what I am saying because a bit of them are redundant and I wanted to catch as many as I could in case some are applied differently.
The following mods in question are mods such as these:
Mitigation proc % based:
Unarmed attacks have a 21% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated).
Unarmed attacks have a 21% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated).
Unarmed attacks have a 14% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
Unarmed attacks have a 14% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack
Headbutt deals +20% damage and conjures a magical field that mitigates 20% of all physical damage you take for 10 seconds (or until 200 damage is mitigated)
While using Unarmed skill, 18% of all Slashing, Piercing, and Crushing damage you take is mitigated and added to the damage done by your next Punch or Jab
While using Unarmed skill, 18% of all Slashing, Piercing, and Crushing damage you take is mitigated and added to the damage done by your next Punch or Jab
Etc.
Treasure effects/mods from Cow that are simply +x:
Chew Cud increases your mitigation versus Crushing attacks +19 for 10 seconds
Chew Cud increases your mitigation versus Crushing attacks +19 for 10 seconds
Chew Cud increases your mitigation versus Slashing attacks +19 for 10 seconds
Chew Cud increases your mitigation versus Slashing attacks +19 for 10 seconds
Chew Cud increases your mitigation versus Piercing attacks +19 for 10 seconds
Chew Cud increases your mitigation versus Piercing attacks +19 for 10 seconds
For 30 seconds after you use Moo of Determination, any physical (Slashing/Piercing/Crushing) attacks that hit you are reduced by 22. This absorbed damage is added to your next Front Kick.
There may be others and there are also ones for acid and other non physical damage (in both cow and unarmed) that I didn't list but I assume would work the same as the physical ones as their text is listed in an identical manner except the form of damage being mitigated.
Questions:
How do the % based ones stack?
How do the % based shields (procs) stack for unarmed?
How do the +slashing, piercing, crushing straight numbers from cow apply (additive, multiplicative, etc)?
Any help on these and any that I missed that function differently would be greatly appreciated. It is expensive building a full set of equipment and I will have these questions even when we get new levels of them and new equipment at level 100 or 150. Thanks so much for bothering to read this wall of text and for answering or providing comments if you do.
((TLDR: How do the % based ones stack?
How do the % based shields (procs) stack for unarmed?
How do the +slashing, piercing, crushing straight numbers from cow apply (additive, multiplicative, etc)?))
I am looking for some help from someone (or devs) who has played and tested Unarmed and certain mitigation mods at length as well as the Cow mods which seem far more straightforward and I believe they stack in an additive form. However, I have no conclusive results or findings on the cow ones which are apparently additive. The shield proc ones from Unarmed are very confusing to me and I have not tested them much yet. So, from reading the forums I have gathered that they are all separate proc chances (not stacking) that can proc on each hit and give the % chance provided and the % shield noted in the treasure mod. However, I'm a bit confused by the possibilities of me being wrong and its harder for me to test this one. Also, this feedback would help in understanding mitigation in general and how they are added, applied, in what order, and even armor and other mitigation forms: how does all of this work together. In old Dungeons and Dragons there were rules about when certain "rolls" happened, who got the "initiative" or first strike, etc. This is similar and I'd love to know, particularly because the posts I have read on it didn't provide much info and were older.
You don't have to read all the mods I list if you get what I am saying because a bit of them are redundant and I wanted to catch as many as I could in case some are applied differently.
The following mods in question are mods such as these:
Mitigation proc % based:
Unarmed attacks have a 21% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated).
Unarmed attacks have a 21% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated).
Unarmed attacks have a 14% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
Unarmed attacks have a 14% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack
Headbutt deals +20% damage and conjures a magical field that mitigates 20% of all physical damage you take for 10 seconds (or until 200 damage is mitigated)
While using Unarmed skill, 18% of all Slashing, Piercing, and Crushing damage you take is mitigated and added to the damage done by your next Punch or Jab
While using Unarmed skill, 18% of all Slashing, Piercing, and Crushing damage you take is mitigated and added to the damage done by your next Punch or Jab
Etc.
Treasure effects/mods from Cow that are simply +x:
Chew Cud increases your mitigation versus Crushing attacks +19 for 10 seconds
Chew Cud increases your mitigation versus Crushing attacks +19 for 10 seconds
Chew Cud increases your mitigation versus Slashing attacks +19 for 10 seconds
Chew Cud increases your mitigation versus Slashing attacks +19 for 10 seconds
Chew Cud increases your mitigation versus Piercing attacks +19 for 10 seconds
Chew Cud increases your mitigation versus Piercing attacks +19 for 10 seconds
For 30 seconds after you use Moo of Determination, any physical (Slashing/Piercing/Crushing) attacks that hit you are reduced by 22. This absorbed damage is added to your next Front Kick.
There may be others and there are also ones for acid and other non physical damage (in both cow and unarmed) that I didn't list but I assume would work the same as the physical ones as their text is listed in an identical manner except the form of damage being mitigated.
Questions:
How do the % based ones stack?
How do the % based shields (procs) stack for unarmed?
How do the +slashing, piercing, crushing straight numbers from cow apply (additive, multiplicative, etc)?
Any help on these and any that I missed that function differently would be greatly appreciated. It is expensive building a full set of equipment and I will have these questions even when we get new levels of them and new equipment at level 100 or 150. Thanks so much for bothering to read this wall of text and for answering or providing comments if you do.
((TLDR: How do the % based ones stack?
How do the % based shields (procs) stack for unarmed?
How do the +slashing, piercing, crushing straight numbers from cow apply (additive, multiplicative, etc)?))