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Here is another example:
Malak Tier 5 ----> +1.6%
GK Tier 5 -----> +1.7%
This is because armor and resistance are flat stats in the background and converted to damage mitigation % in the stat screens.
Since GK and Malak do not have the same base armor at G13 they will have different % gains in armor based on the relics
A STR tank gets armor boost of 3 x Mastery Stat
at R5 mastery stat is 25
so both get an armor boost of +75
That +75 armor will give different boost amounts in % points
You could do a similar thing with mods
If you gave each +75 defense in mods there would be a slight difference in how each stat would go up as seen in game
Everything you didn't want to know about defense/armor/resistance
https://forums.galaxy-of-heroes.starwars.ea.com/discussion/67830/defense-armor-calculator#latest
- 6 years ago
so listing this as a flat number would resolve the issue? Again.... a % gain nullifies any issue of starting value. If you add a percentage the value numerically is then added. I don't buy this as the reason in terms of the coding. It doesn't make sense to convert a number so many times when adding a relic.
- scuba756 years agoLegend
It is how much damage mitigation they are gaining
If they had 50% armor damage mitigation before relics and relics showed 1.7% increase in armor
Than that means the new armor is 51.7% (50% + 1.7%)
It is not 50% + (50% x 1.7%)
It may not make sense to you, however it is what is done, there are lots of things that don't make sense that are done
When game first came out armor and resistance where all shown as flat values (as armor/resistance penetration still is) in stat screens.
Gear still only adds flat armor/resistance values
You can still see the flat numbers on swgoh.gg
The value that is is boosting is unitStatId 8 which is flat armor value. It is same as adding a gear piece with +75 armor.
I have written statcalculation code for discord bots which is where I am getting this info from
- 6 years ago
Here is another example @scuba75 we are also seeing this issue with resistance. The fundamental issue with how relics should be added is the order of operations. Any % change ignores base value and is fundamentally a rate that is even across the board. The percent should not change and it appears there is something outside of the relic upgrades that is affecting the relic displayed values themselves. The code might be fine and it might be an output issue. Someone could have put a variable in position 2 instead of position 3, missed a parenthesis, etc. I understand what you are saying, but that is not the basic, fundamental coding issue I am demonstrating here.
Same character, same tier, with and without mods. you can see values INCREASE with mods removed. If this was based on a flat value issue the number should decrease when mods are removed from the equation.
With Mods
Without Mods