DrFetus

EO4 Diminishing Returns

Sep 2nd, 2021 (edited)
1,010
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 6.60 KB | None | 0 0
  1. When damage is calculated, the game makes it so that stacking damage boosts together (and defense boosts) won't be as effective. There are 4 kinds of multipliers that get affected by this. Active damage, which (mostly) come from damage buffs. Passive damage, which comes from passive skills that increases damage dealt. Active defense, which come from defense buffs. And finally, passive defense, which come from passive skills that reduce the damage taken.
  2.  
  3. For active damage multipliers, multipliers after the first one gets reduced by 5%. And the 5% reduction increases for every buff that gets stacked. The reduction only applies to the weaker buffs, so it doesn't matter what order the buffs get cast in. If a buff provides a 1.35 multiplier to damage and another buff provides a 1.2 multiplier the buff that provides the 1.20 multiplier will always be hit by the 5% reduction first. To give an example:
  4.  
  5. If you're using 3 buffs that multiply damage output by 1.3, instead of the calculation going like this:
  6.  
  7. 1.3 * 1.3 * 1.3 = 2.197
  8.  
  9. The calculation does this instead:
  10.  
  11. (1.3 - (0.05 * 0)) * (1.3 - (0.05 * 1)) * (1.3 - (0.05 * 2))
  12.  
  13. Which would equate to this:
  14.  
  15. 1.3 * 1.25 * 1.2 = 1.95
  16.  
  17. The same applies to passive damage multipliers. Only instead of a 5% reduction, it's a 2% reduction for each passive that gets stacked.
  18.  
  19. For active defense multipliers, the multipliers are actually less than 1, so they can reduce the amount of damage taken. In this case, the multipliers are increased by 5% instead. To give another example:
  20.  
  21. If you're using 3 buffs that multiply damage taken by 0.8, instead of the calculation going like this:
  22.  
  23. 0.8 * 0.8 * 0.8 = 0.512
  24.  
  25. The calculation does this instead:
  26.  
  27. (0.8 + (0.05 * 0)) * (0.8 + (0.05 * 1)) * (0.8 + (0.05 * 2))
  28.  
  29. Which would equate to this:
  30.  
  31. 0.8 * 0.85 * 0.9 = 0.612
  32.  
  33. Likewise, the same applies to passive defense multipliers. Only instead of a 5% increase, it's a 2% increase for each passive that gets stacked.
  34.  
  35. However, if diminishing returns would drag an attack multiplier below 1, the game forces the multiplier to become 1.01, meaning that you will always benefit from any buffs and passives, no matter what the situation.
  36.  
  37. Likewise, defensive multipliers are also affected, though in their case if they rise above 1, the multiplier is forced to become 0.99 instead.
  38.  
  39. Below will be the list of what type of multiplier the skills far under, and to what damage types the skills affect to make tracking what these skills do easier.
  40.  
  41. Diminishing Returns does not care about what damage types the increases effect, just the number of increases they are going through.
  42.  
  43. Likewise Diminishing Returns only activates once more increases of the same category are active. For example, 2 Active Damage modifiers will have one of the modifiers suffer Diminishing Returns, however 1 Active Damage and 1 Passive Damage modifier will have both modifiers apply their full effects.
  44.  
  45. Diminishing Returns only affects damage manipulation. Other mechanics such as increasing how much healing does, critical hit rates, accuracy, and evasion, are not affected by this system.
  46.  
  47. Active Damage
  48. The Landsknecht's Proficiency/Expertise/Enlightenment: Physical, Elemental, Almighty
  49. Vanguard: Physical
  50. Shadow Bite: Physical (A multiplier is applied when attacking enemies with ailments)
  51. Foul Mastery: Physical, Elemental, Almighty
  52. Vengeance Bash: Physical
  53. Eagle Eye: Physical
  54. Star Drop: Physical, Elemental, Almighty (Applies to the damage amplifier)
  55. Runic Gleam: Elemental, Almighty
  56. Attack Tango: Physical
  57. Atrophic Eye: Physical, Elemental
  58. Circle Mastery: Almighty
  59. Blood Surge: Physical, Elemental, Almighty
  60. Charge: Physical
  61. Charge Edge: Physical, Elemental, Almighty
  62. Hawk Eye: Elemental
  63. Drive Mastery: Physical, Elemental, Almighty
  64. Charge Order: Physical, Elemental, Almighty
  65. Triumph Song: Physical, Elemental, Almighty
  66. Bravant: Physical
  67.  
  68. Passive Damage
  69. Power Boost: Physical
  70. Initiative: Physical, Elemental, Almighty
  71. The Nightseeker's Proficiency/Expertise/Enlightenment: Physical, Elemental, Almighty
  72. The Runemaster's Proficiency/Expertise/Enlightenment: Elemental, Almighty
  73. Runic Guidance: Physical, Elemental, Almighty
  74. Runic Flare: Elemental, Almighty
  75. Defiance: Physical
  76. Surge Mastery: Physical, Elemental, Almighty
  77. Element Boost: Elemental, Almighty
  78.  
  79. Active Defense
  80. Power Break: Physical
  81. Mind Break: Elemental
  82. Ally Shield: Physical, Elemental, Almighty
  83. Line Shield: Physical, Elemental, Almighty
  84. Party Shield: Physical, Elemental, Almighty
  85. Weak Shield: Physical, Elemental, Almighty
  86. Strike Guard: Physical
  87. Element Guard: Elemental
  88. Rampart: Physical, Elemental
  89. Guard Tango: Physical
  90. Charm Eye: Physical, Elemental
  91. Rear Guard: Physical, Elemental, Almighty
  92. Guard Order: Physical, Elemental, Almighty
  93. Triumph Song: Physical, Elemental, Almighty
  94. Stonard: Physical
  95.  
  96. Passive Defense
  97. Iron Wall: Physical
  98. Sword Breaker: Physical
  99. Weapon Parry: Physical
  100. The Runemaster's Proficiency/Expertise/Enlightenment: Elemental, Almighty
  101. Surge Mastery: Physical, Elemental, Almighty
  102.  
  103. The following skills do not suffer from diminishing returns in any way:
  104. Link Mastery
  105. Blade Flurry
  106. Follow Trace attacks which use Blade Flurry's damage multiplier
  107.  
  108. There are other instances where damage can be manipulated without the use of skills. These do not get affected by diminishing returns:
  109.  
  110. Using the Defend command (0.5 * Damage)
  111. The TEC halving effect from Head Binds (0.5 * TEC. Hits every formula that TEC is used in.)
  112. The damage halving effect from Arm Binds (0.5 * Damage)
  113. Damage multiplier modifiers (Mists, Fire Rune, etc.)
  114. Forges (Includes ATK, ELM, fire, ice, and volt forges)
  115. Splash damage (From skills such as Fireball Rune. 0.5 * Damage)
  116. Critical Hits (Includes the Sniper's Proficiency, Expertise, and Enlightenment skills. 1.5, 1.7, 1.85, or 2 * Damage)
  117. Hitting targets not in melee range with melee STR-based damage (0.5 * Damage)
  118. Hitting sleeping targets with a physical attack (1.5 * Damage)
  119. Playing on Casual (Includes the 1.5 damage boost the players have, and the 0.5 damage multiplier that applies to enemy attacks)
  120.  
  121. Enemies are also affected by Diminishing Returns as well. However as enemies don't have access to offensive or defensive passives, they always get their buffs and debuffs reduced by 5%. Any player skills which amplify incoming damage are counted as Active Damage buffs for this purpose. These are listed below:
  122.  
  123. Vanguard: Physical
  124. Assault Drive: Physical, Elemental, Almighty
  125. Flame Drive: Physical, Elemental, Almighty
  126. Freeze Drive: Physical, Elemental, Almighty
  127. Shock Drive: Physical, Elemental, Almighty
  128. Accel Drive: Physical, Elemental, Almighty
  129. Overdrive: Physical, Elemental, Almighty
Advertisement
Add Comment
Please, Sign In to add comment