No Poison Dmg Vs Rets
Can someone explain to me the mechanics behind this? Last bumped on Feb 10, 2018, 8:29:39 PM | Posted by golan4840 on Apr 8, 2013, 8:15:51 AM |
You have damage. It is increased by your 'increased damage' and reduced by your 'reduced damage'. It is then multiplied by your 'more damage' and your 'less damage'. | Posted by Duskbane on Apr 8, 2013, 8:33:27 AM |
What the other guy said. In math terms, 'increased / decreased' is an additive effect, 'more / less' is multiplicative. Base Damage * (1 + increased damage - decreased damage) * more damage * less damage 'I see now that the circumstances of one's birth are irrelevant; it's what you do with the gift of life that determines who you are.' - Mewtwo | Posted by on Apr 8, 2013, 8:39:49 AM |
Increased Dmg you add every single 'increased dmg' on gear/passives/gems up and have them altogether as one multiplier. More Damage is a multiplier for itselfs and affects your base damage as well as your 'increased dmg' from gear/passives. so lets say 1000 base dmg and 100% increased dmg from gear and 100% from passives. Gem A gives increased dmg by 100% Gem B gives more dmg by 100% A: gear+passive+gem = 300% increased, so 1000*(1+3.0) = 4000 dmg B: (gear+passive)*gem = 200% increased and 100% more, so 1000*(1+2.0)*(1+1.0) = 6000 dmg | Posted by Gufi on Apr 8, 2013, 8:40:11 AM |
Posted by golan4840 on Apr 8, 2013, 9:11:58 AM | |
If the 1 is multiplier, why it is summed up in your calculations. Can you please explain it? I thought that if you do 1000dmg and you get 300% damage increase from the passive, you do 3000dmg, right? I still do not understand the meaning of more / increased. Last edited by Jplays on Jan 15, 2014, 9:53:18 PM | Posted by Jplays on Jan 15, 2014, 9:49:19 PM |
' 1000 + 300% increase = 4000. Many lewt. Much desync. Such rewarding. Wow. According to forum mods 'sandwich' is considered an offensive word. Who knew? Last edited by Robert_Paulson on Jan 15, 2014, 9:59:02 PM | Posted by Robert_Paulson on Jan 15, 2014, 9:58:29 PM |
Digging this thread from the grave, got a quick question to ask: I am guessing without any 'increased damage', having 'more damage' will be not as effective. So what is the best ratio between increased damage and more damage? Is it like 1:3 or 1:1 or 3:1? | Posted by on Apr 9, 2016, 1:34:03 PM |
Most builds aim for around 400-500% increased damage. Just to reiterate on the original replies the actual damage calculation is: base_raw_damage = base damage * total_increased * total_more total_increased = sum of increased / decreased modifiers total_more = multiplication of all more / less modifiers (so having 2x 50% more damage multipliers isn't a 2x multiplier but a 1.5*1.5 = 2.25x multiplier) If crit is in play: base_damage = (base_raw_damage * crit_chance * crit_multiplier) + (base_raw_damage * (1.0 - crit_chance)) [2.2] The Vampire - Tanky 2H Axe Slayer Duelist - /view-thread/1611662 | Posted by Mannoth on Apr 9, 2016, 1:51:52 PM |
more/less are standalone multipliers, increased/reduced stack into one multiplier more is always the same effective, it just multiplies whatever your actual damage is by given modifier 'increased' relative strength goes down the the higher it is: * if you already have 300% increased and add 100% increased, then it equals 25% more (multiplier goes from 400% to 500%) * if you already have 400% increased and add 100% increased, then it equals 20% more (multiplier goes from 500% to 600%) | Posted by on Apr 9, 2016, 1:54:35 PM |
- Sep 29, 2018 Hello everyone.:D I've been playing for 4 months now, and I really like the game so far. Currently, I'm grinding for some decent weapons. So I bought all fleet x3 s a few weeks ago. Now I got some x2 and x3 antiproton DBBs really cheap from the exchange. I asked in a stream which one is better, and some people replied that is now almost as good as, that really got me confused.
- Dec 29, 2017 Short for damage, dmg is a gaming term indicating of how much damage was inflicted, or may be inflicted, on a character in the game. For example, someone with 1,000 HP (hit points) is capable of taking 1,000 damage before dying. Error, Game terms.
- Jul 24, 2014 Yo! So i've been playing for awhile (lvl 12) and I've noticed that i have no idea how much DoT dmg do in this game. Does anyone know the dmg formula for burning, poison and bleeding? Cause right now the only one that actually does any dmg for me is burning. Bleeding does like 40-50 dmg with my rouge and that's not gonna kill giant ogres with 1k hp anytime soon:) Is it dependant on how much.
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Poison counter | |
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Counter | |
Use | Winning/Losing; Poisoning |
Placed On | Players |
Introduced | Legends |
Last Used | New Phyrexia |
Scryfall Search | |
oracle:'Poison counter' |
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A poison counter is a counter that, unlike most other counters, is placed on players rather than objects. When a player has ten or more poison counters, that player loses the game. A player with at least one poison counter is considered poisoned.
The poisson DoT is chaos dmg. The increased poison damage only affects the poison part of the damage, so only the 100 dmg/s DoT would get increased damage from that node. The increased chaos dmg nodes will both increase the initial hit damage (if it does chaos dmg) and also the poison DoT, as the DoT is chaos damage. Blog Titan Quest Dreamkiller Guide (Poison Focused). More damage vs those poison resistant devices, sound good, maxed. Throwing Knives: While initially it sounds like a good idea to use these for spreading the poison, they sadly seem to not make use of your weapons poison damage, which makes you miss out on about 1k base poison damage.
Poison is intended to be a fundamentally different win condition from life totals because poison counters cannot be removed.[1]Leeches, from Homelands, is the only exception to this rule.[2] That exception is seen as a severe mistake,[3] and the card would never be reprinted, even if it were not on the Reserved List.[4] This is something the Mystery Boostertest cardPuresteel Angel teases.
However, a player may use Karn Liberated to restart the game and remove the poison counters in the process. Another way to counteract poison counters is to play Melira, Sylvok Outcast. While functionally unusable, Suncleanser also has the ability to remove poison counters, albeit only for your opponents.
Cardboard versions of poison counters, similar to tokens, were printed as part of the marketing cards in Scars of Mirrodin block.[5]
No Poison Dmg Vs Rets 3
History[editedit source]
The poison mechanic was introduced on the Legends cards Pit Scorpion and Serpent Generator. The mechanic appeared in sets up until Visions, and was planned as the main theme of Tempest,[6] before it was retired from the game.[7] It was next considered for Unglued 2 prior to that set's cancellation.[8]
Poison appeared in a limited capacity in Future Sight, on a pair of futureshifted 'preprint' cards with the keyword poisonous. It finally saw print as a major mechanic in Scars of Mirrodin block, which supported the poison counter-granting infect keyword with proliferate. The second set of that block, Mirrodin Besieged, expanded the concept by defining players as 'poisoned' if they had one or more poison counters, and including cards that referenced that term.[9]
Rules[editedit source]
Players with at least ten poison counters, and Two-Headed Giant teams with at least fifteen poison counters, immediately lose the game.
In the Comprehensive Rules[editedit source]
From the glossary of the Comprehensive Rules (January 24, 2020—Theros Beyond Death)
- Poison Counter
- A counter that may be given to a player. See rule 122, “Counters,” and rule 704.5c.
104.3d defines the how poison counter works:
From the Comprehensive Rules (January 24, 2020—Theros Beyond Death)
Mac os 10.8 0 dmg 1. , 'areyousureupdateuserstatus':'Are you sure you want to update the status of this user?'
- 104.3d If a player has ten or more poison counters, that player loses the game the next time a player would receive priority. (This is a state-based action. See rule 704.)
121.1c defines the term 'poisoned':
From the Comprehensive Rules (January 24, 2020—Theros Beyond Death)
- 122.1c If a player has ten or more poison counters, that player loses the game as a state-based action. See rule 704. A player is “poisoned” if they have one or more poison counters. (See rule 810 for additional rules for Two-Headed Giant games.)
704.5 defines the various state-based actions, of which two relate to poison:
From the Comprehensive Rules (January 24, 2020—Theros Beyond Death)
- 704.5c If a player has ten or more poison counters, that player loses the game. Ignore this rule in Two-Headed Giant games; see rule 704.5u instead.
From the Comprehensive Rules (January 24, 2020—Theros Beyond Death)
- 704.5u In a Two-Headed Giant game, if a team has fifteen or more poison counters, that team loses the game. See rule 810, “Two-Headed Giant Variant.”
810.10 specifies how poison works in Two-Headed Giant:
From the Comprehensive Rules (January 24, 2020—Theros Beyond Death)
- 810.10. Effects that cause players to get poison counters happen to each player individually. The poison counters are shared by the team.
- 810.10a If an effect needs to know how many poison counters an individual player has, that effect uses the number of poison counters that player’s team has. If an effect needs to know how many poison counters a player’s opponents have, that effect uses the number of poison counters opposing teams have.
- 810.10b If an effect says that a player loses poison counters, that player’s team loses that many poison counters.
- 810.10c If an effect says that a player can’t get poison counters, no player on that player’s team can get poison counters.
- 810.10d If a rule or effect needs to know what kinds of counters an individual player has, that effect uses the kinds of counters that player has and the kinds of counters that player’s team has. A player is “poisoned” if that player’s team has one or more poison counters.
Mechanics[editedit source]
Poison counters are granted by two keyword abilities.
Older cards[editedit source]
Many older cards referencing poison counters use a wording very similar to the poisonous keyword, but trigger on any damage, rather than just combat damage. To avoid changing functionality, no errata were made for these cards when the poisonous keyword was introduced.
References[editedit source]
No Poison Dmg Vs Rets 1
- ↑Mark Rosewater (December 2, 2012). 'What is it specifically..'. Blogatog. Tumblr.
- ↑Mark Rosewater (January 6, 2014). 'You said that infect..'. Blogatog. Tumblr.
- ↑Mark Rosewater (November 22, 2012). 'Just to nitpick..'. Blogatog. Tumblr.
- ↑Mark Rosewater (December 16, 2012). 'do you get mixed feelings..'. Blogatog. Tumblr.
- ↑Monty Ashley (April 20, 2011). 'The Changing Face of Poison'. magicthegathering.com. Wizards of the Coast.
- ↑Mark Rosewater (November 24, 2014). 'Top 8 and a Half Tales'. magicthegathering.com. Wizards of the Coast.
- ↑Mark Rosewater (September 06 2010). 'Something Wicked This Way Comes, Part 1'. magicthegathering.com. Wizards of the Coast.
- ↑Magic Arcana (June 27, 2005). 'Mad Beetdown!'. magicthegathering.com. Wizards of the Coast.
- ↑Wizards of the Coast (January 10, 2011). 'Mirrodin Besieged mechanics'. magicthegathering.com. Wizards of the Coast.
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