diadox Posted January 27, 2015 Share Posted January 27, 2015 (edited) It seems that currently the 75% reduced damage taken from force/tech attacks from the Gunslinger/Sniper version of Dodge/Evasion stacks additively with any boosts the enemy gets to the base damage of their abilities. For example a Sage’s Forcequake buffed by the skillful Forcequake utility will do 50% of the ability’s pre-buff damage (1 + 0.25 – 0.75) instead of the 31.25% it should be doing (1 x 1.25 x 0.25). What’s more, when it comes to abilities that do a certain amount of damage per stack (Cell Burst and Infiltration Force Breach) the game only considers the damage from one stack to be the base damage. This means that when these abilities are used at full stacks (as they always are), only the damage from one stack gets reduced by Dodge/Evasion. This makes Cell Burst do around 80% of its normal damage in this situation instead of the 25% it should do, or even slightly more than 80% given the boosts the ability gets in the discipline. This works the other way around as well. Telekinetic Throw gets its damage reduced by 25% in the balance tree, so it’ll do 0 damage to the user of Dodge/Evasion. As far as I know that is the only ability in the game that is affected in this way since no other disciplines have talents that reduce the damage of their own abilities. Some defensive cooldowns in the game stack additively with the user's stats, and some stack multiplicatively with the user's stats. To my knowledge, there is no other dcd in the game that stack with enemies' damage boosts in any other way than multiplicatively. Edited January 28, 2015 by diadox Link to comment Share on other sites More sharing options...
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