View Full Version : Redux Threshold
Riltus
10-14-2020, 10:32 PM
This table lists the minimum number of points required to gain redux per level. We had been using 2000/level + 1060 for the approximate threshold but this table has exact values. Note that all thresholds are evenly divisible by 4.
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Level|Redux Point Threshold||Level|Redux Point Threshold
13|1216||28, 29|1132
14|1204||30, 31|1128
15|1196||32, 33|1124
16|1188||34, 35|1120
17|1180||36 to 38|1116
18|1172||39 to 41|1112
19|1168||42 to 44|1108
20|1164||45 to 49|1104
21|1160||50 to 54|1100
22|1152||55 to 60|1096
23, 24|1148||61 to 67|1092
25|1144||68 to 77|1088
26|1140||78 to 90|1084
27|1136||91 to 100|1080
Note-
Primary skill: 10 points per rank
Secondary skills: 4 points per rank
Tertiary skills: 3 points per rank
Mark
gilchristr
10-14-2020, 11:42 PM
Mark, nobody has any idea what you are talking about, but as always we appreciate the research/info
Alashir
10-15-2020, 02:33 AM
Lol
mgoddess
10-15-2020, 01:30 PM
Mark, nobody has any idea what you are talking about, but as always we appreciate the research/info
LOL, not actually true. I actually do understand what Mark's talking about, and the numbers are appreciated!
Fiend394
11-10-2020, 02:43 PM
Nice work!
I wish I saw your spell penalty chart before I worked it out for myself last week. :) Using the redux formula I got 36.77% at level 100, no spells, my actual redux according to health is 36.60%. I started working out my redux with no spells from 1080 pts and noticed it changed every 4 points from 1080 to 1100. I then checked every 4 point increase up to 1304, and this is what I got. I hope it's helpful.
Pts Redux % change
1079 0 0
1080 0.19 0.19
1084 0.38 0.19
1088 0.56 0.18
1092 0.75 0.19
1096 0.93 0.18
1100 1.11 0.18
1104 1.29 0.18
1108 1.47 0.18
1112 1.65 0.18
1116 1.82 0.17
1120 2.00 0.18
1124 2.17 0.17
1128 2.35 0.18
1132 2.52 0.17
1136 2.69 0.17
1140 2.86 0.17
1144 3.02 0.16
1148 3.19 0.17
1152 3.36 0.17
1156 3.52 0.16
1160 3.68 0.16
1164 3.85 0.17
1168 4.01 0.16
1172 4.17 0.16
1176 4.33 0.16
1180 4.48 0.15
1184 4.64 0.16
1188 4.79 0.15
1192 4.95 0.16
1196 5.10 0.15
1200 5.25 0.15
1204 5.41 0.16
1208 5.56 0.15
1212 5.70 0.14
1216 5.85 0.15
1220 6.00 0.15
1224 6.15 0.15
1228 6.29 0.14
1232 6.44 0.15
1236 6.58 0.14
1240 6.72 0.14
1244 6.86 0.14
1248 7.00 0.14
1252 7.14 0.14
1256 7.28 0.14
1260 7.42 0.14
1264 7.56 0.14
1268 7.69 0.13
1272 7.83 0.14
1276 7.96 0.13
1280 8.10 0.14
1284 8.23 0.13
1288 8.36 0.13
1292 8.49 0.13
1296 8.62 0.13
1300 8.75 0.13
1304 8.88 0.13
Whirlin
01-24-2021, 08:42 PM
Riltus and I have made dramatic progress on the redux formula... ... ... so much so that they ended up releasing it as part of the HEALTH verb moving forward.
I have been in contact with Naijin in order to get the wiki updated, there's just a lot of nuanced mechanics that I want to ensure are properly documented, while presenting a normalized down part of the actual code in a way that's executable to a normal player.
Fortunately, we did an obscene quantity of testing. Here's the tldr;
The new equation is going to be derived off of Redux Points - Threshold. Where the only level implication is in regards to the level thresholds Riltus has identified up above. We have a defined equation from simu for this, however, the confirmation of >0% redux occurs between a few calculations in the system, so we normalized the information down into a single equation, which mirror's Riltus' charts above.
There were a few comments made about damage padding, crit pading, etc, and how they play into the Redux formula that implies a slightly different order of operations, and a forking of padded values versus Redux, so we're looking to get more clarification on those.
With GM Naijin's oversight, I am currently drafting up a new Redux wiki article with more complete information, however, it's fairly technical, and some elements have not been vetted yet. I will cross-check all GM Naijin information with Riltus' and my observations from testing before superseding the Redux formula page on the wiki.
Taernath
01-24-2021, 09:09 PM
>health
Physical Damage Reduction: 13.46%
https://media.giphy.com/media/1jnyRP4DorCh2/giphy.gif
That's good to hear! The formula was actually pretty darn close. Without the health verb I wouldn't have even tried testing it. I found the every 5th spell penalty up to 130 spells, only to find it was already posted here. I didn't expect to see redux increases at every four points over 1076, so I just wondered if anyone else had seen that. You guys do great work! Thanks.
Riltus
01-25-2021, 09:16 AM
That's good to hear! The formula was actually pretty darn close. Without the health verb I wouldn't have even tried testing it. I found the every 5th spell penalty up to 130 spells, only to find it was already posted here. I didn't expect to see redux increases at every four points over 1076, so I just wondered if anyone else had seen that. You guys do great work! Thanks.
The commonly used RP ratio of 10:4:3 for primary, secondary and tertiary skill ranks with a redux floor of 1080 for L91 to L100 is arbitrary. The ratio used by GS is (50:20:15)/20, all fractional parts truncate and a redux floor of 265 (91 to 100 level group). The formula for converting 1080 RPs to 265 is: (1080/4) - 5 = 265. Note: -5 is the level penalty. The reason you are observing redux% increases at 4 point increments is due to the difference in scale and GS truncation. There is no GS integer equivalent for RPs 1081, 1082, 1083 (265.25, 265.5, 265.75, respectively) which all truncate to 265. The next integer on the GS scale is 266 which is equivalent to 1084.
Another interesting fact that we have learned is how the new redux model compares to the old model. A character's redux was simply halved at the time of conversion. A character with 60% redux was reduced to 30%. To partially offset this extreme penalty, the application of redux (Order of Operations) was modified using a secondary reduction of both reduced concussion and critical damage. From a character's perspective the original model was preferable. On average, the old model resulted in less total damage and a lower critical rank.
Mark
Mark, I had thought that truncating was involved, it seems to occur in so many of the formulas. I only tested the 10/4/3 a little to see if adding 6 ranks of PT, or 15 ranks of armor, or 20 ranks of OHE would add exactly the same amount to my redux, which they did. (60 points being the lowest common multiple of 10/4/3). Except for truncating 10:4:3 is really the same thing as (50:20:15)/20, albeit at one quarter of the scale. Six ranks of PT = 300/20, fifteen ranks of armor=300/20, 20 ranks of OHE=300/20.
Anyway, thanks for all of the great work. I'm looking forward to seeing the completed work, especially since Whirlin mentioned padding. I know that my VHCP 11 CER brig adds approximately 22% to my observed redux (from 12.81% to about 35%). It will be nice to see the actual numbers though before getting future services. Thanks again!
Bill
Taernath
01-29-2021, 11:40 PM
Barddux?!
You have some minor cuts and bruises on your left leg, and minor cuts and bruises on your chest.
You have a scar across your neck.
Maximum Health Points: 150
Remaining Health Points: 126
You are feeling pretty good.
Maximum Spirit Points: 8
Remaining Spirit Points: 8
Maximum Stamina Points: 84
Remaining Stamina Points: 84
Physical Damage Reduction: 1.20%
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