Forum Discussion
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
Resistance has same explanation as armor
Armor is defense for physical damage
Resistance is defense for special damage
Because the defense stats are flat values and have a weird conversion equation an equal increase in the flat value number will not give an equal increase in the converted percentage
It is like this everywhere not just with relics
+5.88% defense does not add same amount of defense as show in the converted % number to everyone. It is not an increase in the defense number show in game of 5.88% but an increase in the hidden flat value of 5
88%
All defense stat manipulations are to the hidden flat value which will result in a different displayed value % gain for each unit.
Not sure how else to explain it.
Tldr resistance and armor values for relics can be different