Frenzy bug

Suthir0

New member
The description: "gain +45% bullet resist when below 50% health"
If you have any other item with bullet resist, you will gain less (or even much less) than +45%.
In case you have base 58% bullet resist, "frenzied" buff gives you only +19%. Easily reproducible in sandbox. Screenshots are attached.
 

Attachments

  • FrenziedNot.png
    FrenziedNot.png
    2.1 MB · Views: 7
  • Frenzied.png
    Frenzied.png
    1.5 MB · Views: 6
Bruh.... is not a bug, its how math works. Bonuses are multiplicative, when debuffs are addative.
Okay, bruh, since you do know how the math works, could you please tell me, what's the formula to calculate the bullet resist value? I mean, exact?

Why do fire rate "conditional" bonuses are simply added to passive value, and bullet resist bonuses are not?

Also, FYI, "multiplicative" means that you multiply something by something, and when a hero has 0% bullet resist, it is not possible to get 45% by multiplication. This is how math (really) works.

So this is a bug, since the description does not match the behavior.
 
Last edited:
Okay, bruh, since you do know how the math works, could you please tell me, what's the formula to calculate the bullet resist value? I mean, exact?

Why do fire rate "conditional" bonuses are simply added to passive value, and bullet resist bonuses are not?

Also, FYI, "multiplicative" means that you multiply something by something, and when a hero has 0% bullet resist, it is not possible to get 45% by multiplication. This is how math (really) works.

So this is a bug, since the description does not match the behavior.
Explain then why the 15%(Point Blank)+50%(Improved Bullet Armor)=58%

That is not a bug. It is working as intended, stacks multiplicatively.
 
From what I understand, this is the Weapon/Spirit Resist formula.
Let's say you buy Bullet Armor (26%), Siphon Bullets (18%), and Lifestrike (10%).
Each resist multiplied by Remaining Damage Taken %.

Step 1: Bullet Armor
26% Resist * 100% Remaining Damage Taken = 26% Resist
Step 2: Siphon Bullets
18% Resist * 74% Remaining Damage Taken = 13.32% Resist
Step 3: Lifestrike
10% Resist * 60.68% Remaining Damage Taken = 6.068% resist
Total Resist: 45.388%

It wouldn't be as simple as saying it's multiplicative, since it doesn't work like how most games do it. I suppose they went this route so you can never truly reach 100% resist, which better suits the PvP setting. This also means we shouldn't really try minmaxing resist stats.

For other stats, Deadlock typically goes for simple addition + tier bonus.
 
Last edited:
Yes, exactly. What is the difference between % of bullet resist and % of fire rate? What is the formula?
Resist is defence. Fire rate is Attack. Defence cant be 100%, attack can be 200%, bcs attack is based on attack speed your hero have from the start, a number. When defence is a % of ALL damage you recieve.
Why do fire rate "conditional" bonuses are simply added to passive value, and bullet resist bonuses are not?
Because if you have 100% bullet resist you can't get damage? And when you have 100% firerate bonus it's just multiplicate 2x a number?

I really can't get, this tread is some kind of joke or what? It is really logical when you try to think about it. THINK SUTHIRO! THINK!!
 
From what I understand, this is the Weapon/Spirit Resist formula.
Let's say you buy Bullet Armor (26%), Siphon Bullets (18%), and Lifestrike (10%).
Each resist multiplied by Remaining Damage Taken %.

Step 1: Bullet Armor
26% Resist * 100% Remaining Damage Taken = 26% Resist
Step 2: Siphon Bullets
18% Resist * 74% Remaining Damage Taken = 13.32% Resist
Step 3: Lifestrike
10% Resist * 60.68% Remaining Damage Taken = 6.068% resist
Total Resist: 45.388%

It wouldn't be as simple as saying it's multiplicative, since it doesn't work like how most games do it. I suppose they went this route so you can never truly reach 100% resist, which better suits the PvP setting. This also means we shouldn't really try minmaxing resist stats.

For other stats, Deadlock typically goes for simple addition + tier bonus.
Thank you very much for the detailed explanation!
 
The formula is actually simpler if you view it in reverse as Damage Taken.
(1 - (Resist % / 100)) * (1 - (Resist % / 100)) * ...
Then you subtract that by 100% and you get Total Resist.
 
Back
Top