Intern wrote:What is fire/light/cold/magic absorb and flat absorb and how does it works?
I'll give it a try. It can be a bit complicated.
Absorbs are life gained equal to the value of absorb from that element.
Flat absorb (#) is numerical. IE, Fire Absorb +5. This means that an attack that hits you from a source of fire will cause you to gain 5 life. An attack for 10 fire damage would get 5 damage absorbed and gained as health and 5 remaining damage. But because you gained 5 health the remaining 5 damage would be canceled out. So fire absorb +5 would actually prevent ten damage. Kind of like "double dipping". If you are at full health, absorption does not allow for healing above your max health. Static absorb is uncapped and has no limit.
% Absorb is based off a percentile obviously. IE, Cold Absorb +20%. This means that an attack that hits you from a source of cold will gain you 20% of the amount of damage you would be dealt. If you are going to get hit by 200 cold damage, you would then absorb 20% or 40 points of damage as health. The "double dipping" makes this 80 damage reduction total. So instead of 200 damage you would take 120 damage left over. Absorb % is capped at 40% per element.
Damage formula for calculations:
Calculate Resistance (The shown resistance on your character screen.)
Calculate % Absorb ( Your total % absorb for the element damaging you.)
Calculate # Absorb ( Your total # absorb for the element damaging you.)
Add healing from absorb (The total amount of healing you are to gain from all of your absorb to that element)
Calculate remaining attack damage. (Remaining damage minus your absorb total = damage taken to character.) (If a - value, then you will gain health.)
Example
10,000 damage attack to a character with 95% resistance to that element, 40% absorb to that element, and 55 # absorb to that element.
- 500 damage after resist. (95 resistances to 10,000 damage = 500 damage remaining)
- 100 damage after % absorb. ( 40% absorb of 500 = 200 absorb = 400 damage prevented = 100 damage remaining.
- With 55 # absorb/110 prevention, 100 damage becomes -10 damage incoming. Or +10 healing. (100 - 55. 55 added to health. -45 remaining damage = +10)