View Full Version : Help me understand minors...
A greater construct swings its arms together in an attempt to trap you! Dodging aside, you avoid all but a light slap on one side of the head by the greater construct's massive arms.
... 1 point of damage!
Blow grazes your temple.
Why? Why is this happening? Why do I keep getting minors from 1 point of damage, and is there anything I can do to stop this? My redux at the moment is around 42% (due to 50 learned spells).
Ososis
11-02-2017, 02:48 AM
Some attacks always inflict a wound. Also you may have great padding, but it can't reduce a rank 1 to a 0.
Gelston
11-02-2017, 10:10 AM
I thought this was going to be a thread asking about children and these things they do these days.
Fallen
11-02-2017, 10:36 AM
What class, Dex? Warriors have an ability to mitigate minor stacking. It can actually be given by Warriors to others, though they'd have to be specced into it.
https://gswiki.play.net/Armor_Reinforcement
Description: Adjusts a person's armor so that it better protects against repeated blows. Provides a (Rank * 15)% chance of not stacking wounds of the same level when struck in combat by an attack that Damage Reduction could apply against.
I'm not 100% that it'd help against maneuver-based damage, though. Anyone know?
Gelston
11-02-2017, 10:41 AM
I think he was asking about getting a minor period. You can't mitigate that away. Some things just give it.
Wrathbringer
11-02-2017, 10:42 AM
I think he was asking about getting a minor period. You can't mitigate that away. Some things just give it.
I think only girls get periods.
Yeah, I know about armor reinforcement for stacking, I got that done on my armor, but I'm stalking about getting minors in general. I get a couple of minors on occasion literally from taking 1 pt of damage. I don't know if I need higher Redux, or damage padding, or higher maneuver defense, or DS, or what not, to stop this from happening.
Fallen
11-02-2017, 11:19 AM
Yeah, I know about armor reinforcement for stacking, I got that done on my armor, but I'm stalking about getting minors in general. I get a couple of minors on occasion literally from taking 1 pt of damage. I don't know if I need higher Redux, or damage padding, or higher maneuver defense, or DS, or what not, to stop this from happening.
Sounds like the only thing you can do is trying to avoid getting hit at all. Overtraining in armor to lessen its maneuver penalties, staying at 0 encumbrance, and wearing the appropriate outside spells will all help.
Stunseed
11-02-2017, 11:29 AM
Sounds like the only thing you can do is trying to avoid getting hit at all. Overtraining in armor to lessen its maneuver penalties, staying at 0 encumbrance, and wearing the appropriate outside spells will all help.
The 1 point of damage is the system mitigating as much as it can. The end result "should" be much worse. I've taken a 7 round stun on 2 points of damage from a lightning mote that would have flash-fried just about anything else.
What E has given you is pretty accurate information, but it won't stop it completely. You're getting the absolute best result you can in your given scenario.
I'm a warrior, btw, didn't mention it in topic post. Isn't redux applied before crit mitigation of armor? So higher redux could technically erase a crit, or no?
Stunseed
11-02-2017, 01:16 PM
I'm a warrior, btw, didn't mention it in topic post. Isn't redux applied before crit mitigation of armor? So higher redux could technically erase a crit, or no?
It can to the point you are getting. If you get hit with the current combat formula the absolute minimum damage you take is 1 damage, even if you were to reduce the damage 99% ( it's been done re : Trading Blows thread ). It is the same with manuevers, only that if it connects you will take the original success result in regards to the injury even if the damage is mitigated to 1. For my warrior, I've taken 5 damage and it removed an entire limb, etc.
Unless you have the auctioned Iron Skin item, there is no way to outright remove the results, save for modify your skills to not have the result take place. For a warrior that equates to 3x PF, 2x CM, 2x perception as well as your instinctual skills in some calculations ( someone else can point you to the SMR 2.0 formula I'm at work and can't access it easily ) depending on the action the critter takes.
Roblar
11-02-2017, 03:38 PM
What class, Dex? Warriors have an ability to mitigate minor stacking. It can actually be given by Warriors to others, though they'd have to be specced into it.
https://gswiki.play.net/Armor_Reinforcement
Description: Adjusts a person's armor so that it better protects against repeated blows. Provides a (Rank * 15)% chance of not stacking wounds of the same level when struck in combat by an attack that Damage Reduction could apply against.
I'm not 100% that it'd help against maneuver-based damage, though. Anyone know?
Last I tried it, it didn't. I guess it depends on the specific maneuver but redux doesn't really apply on them. Melee, ranged, thrown, bolts etc anything with an AS based resolution.
Riltus
11-02-2017, 04:26 PM
Redux has limited application.
1. It only activates with AS-based attacks (melee, bolt, ranged).
2. It doesn't mitigate damage from CS-based, maneuver or flare attacks.
3. It doesn't reduce critical or damage weighting.
What does it do?
1. It reduces AS-based damage factors which usually results in reduced raw damage and possibly a lower or even no critical: .ceil(damage factor * (1 - redux factor))
2. It also reduces the initial total calculated damage from these attacks: .ceil((1 - redux factor) * (reduced raw damage + critical damage))
When the calculated raw damage, using the reduced damage factor ((ER - 100) * DFr), is equal to or greater than the worn armor (critical divisor - 0.5) then a minimum rank 1 critical is ALWAYS inflicted. For plate armor the critical threshold is 10.5 damage. At this point critical weighting and padding are added/subtracted to determine the maximum critical rank. Once the maximum crit rank has been determined it is then randomized: .ceil(max crit/2).
Critical damage
Each critical has associated damage and status effects.
1. AS-based critical damage is non-variable. A rank 4 crush neck critical will always add 12 damage. A rank 4 unbalance neck crit will always add 8 damage.
2. CS-based/maneuver/flare critical damage uses a different scale. Each damage type, under normal circumstances, follows this pattern up to rank 6: (Damage = critical rank * 5). A rank 4 crush neck critical and a rank 4 unbalance neck critical will both have 20 associated damage (crit rank 4 * 5 damage). For ranks 7, 8 and 9 the damage can vary depending on the damage type and body location but is still divisible by 5. And while this is the normal pattern it can be affected by other factors. Creatures with natural padding will often have lower critical rank outcomes than expected based on damage sustained. Some creatures will have resistance to one damage type and a vulnerability to another type.
You gesture at a forest troll.
CS: +226 - TD: +49 + CvA: +20 + d100: +31 == +228
Warding failed!
... 50 points of damage!
Good blow to back!
Rank 4 impact back critical with 50 damage.
Natural padding reduced the critical from a rank 7 to a rank 4.
An AS-based rank 4 impact back crit would have resulted in 20 damage.
Mark
Thanks for the comprehensive explanation.
Methais
11-03-2017, 10:07 AM
Help me understand minors...
Don't try to understand them. They think they know everything and can't be reasoned with.
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