Forum Discussion
7 years ago
"Woodroward;c-1480762" wrote:
All abilities that work on % are calculated with the inclusion from mods as part of the base stat they call 100%.
This includes buffs, uniques, leaders, etc. In match effects always include mods in the base stat. It is only mods that don't count mods in the base stat.
You're positive about this? That's actually the clarification I was looking for; frankly the discussion about health stacking is less interesting than knowing my turn 1 calculations.
Btw, to the guy arguing for health > crit dmg; crit damage is superior for probably the first 40 turns. Health to offense is additive, and won't be modified by mod multipliers if the above is correct. Crit damage is doubly multiplicative with the ability multiplier and then the crit multiplier; and you are trading 10% max "base" health (2*5%) for that. So slightly slower growth, in exchange for much larger crits early on.
The real question is 5.88% health vs 5.88% offense. That's probably worth going health, especially at full g12.
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