So… for a few months I have been working on/off on Google spreadsheets and learning a lot of math and coding in spreadsheets. It’s been interesting and I have shared my findings on certain streams, such as on Lonestar McFluffins stream on several occasions.
This week I reworked a lot of the coding, after learning a bit of algebra and I can now use the spreadsheet for so many things. For now it doesn’t include block protection/armour calculations, but it will soon enough.
What I’m getting at is this spreadsheet: https://docs.google.com/spreadsheets/d/1bWP1WWa8JG1Tn4C9_jlPymtnUWPqGW8dwcCWymOQdOI/edit?usp=sharing
I can use it for both enemies AND someone’s character. It’s useful for enemies and seeing what effects protections vs penetrations have on damage output/taken. It is also possible to add in shock stacks. You can also see stun chance and how that is affected by certain things.
Why penetration is useless…
A 10k health enemy is not uncommon late game, and I think bosses have a lot more.
So if we deal 1000 phys dmg and we have 200 armour shred, which is something you can get on certain skills. But you probably won’t get a lot more than that, unless you really focus on it.
This means our dmg is increased by 2%, with some investment into armour shred, and that is an enemy with only 10k health. That’s already very underwhelming.
If we increase the mob health to let’s say 50k health but same dmg and armour shred, the dmg increase is only a 0.4%. So let’s increase our dmg and armour shred a bit.
Here we do a much bigger hit, with double the armour shred, but out dmg is only increased by 0.79%, with 400 armour shred, which is quite a bit.
Even if we go for a lot of shock + shock effectiveness investment, the issue is still the same. It doesn’t really do anything later on.
So with with these examples, it seems like the effect of penetrations is really lacking some power late game, when the enemies have a lot of health. I don’t know how this could be improved, but something needs to be done as to not make a part of the game obsolete, unless that is your idea. I hope not, since there is a lot of penetration nodes all around the passive skill trees and skill tree nodes. Maybe the calculations of how these work could be changed. Otherwise the numbers of penetrations need to increase a lot later on, but that would be a silly way to do it and the numbers would have to be really big. I wouldn’t like that. So I think there is something “wrong” with the way diminishing returns on penetration are calculated compared to monster health.
Could the calculations take into account how hard the hit is? Like some way of increasing the penetration compared to the dmg dealt. The calculations could also take a smaller portion into account, when calculating. So maybe instead of max health, it is only 50% or 25% health. Then the penetration would have a larger effect.
I hope this is helpful and I will be doing something similar for both stun and freeze.