Absorb = ?
Also of note, unless the power states a duration, an Absorb shield does NOT go away on it's own. It remains on the character until expended. So it's going to be one of those "buff-the-party-at-the-start-of-the-mission" type powers as well.
Think of absorb as an alternate defense mechanism. It acts exactly the same up to the number of absorb points (AP) you have applied. You take no damage while you have AP. You take damage based on your resistance after you have no AP.
Let's say you have 1,000HP and 50% smashing resistance. Someone casts an absorb shield on you for 200AP. This is almost like having 1,200HP, but the 200AP is expended first. AFAIK, absorb ignores resistance, taking the full attack amount. AP does not expire, and will stack with itself and other sources up to its cap (some formula based on max HP is likely, if not simply "equal to target's max HP").
An attack hits you for 50 smashing damage, ignoring your resistance. You now have 1,000HP and 150AP.
An attack misses you because of your defense. You still have 1,000HP and 150AP.
Another attack hits you for 175 damage. This is more than the amount of AP you have, so you now have 0AP. The leftover 25 smashing damage is reduced by your 50% smashing resistance to ~12 points of damage, leaving you at ~988HP.
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To be honest, I hadn't heard anything about absorption other then what I have read here. I understand it to a point but still need to see it in action. However, a funny thing occured yesterday. Long story short, I was at the end of the first SSA Part 1 mission solo (rest of the team at the entrance) when I solo'ed the boss and his minions, all CoT. During the fight, a grey "absorbed" kept popping up above either my head or the CoT boss mage.. I didn't get exact figures or look in Combat to see who/what was effecting that but it was a bit.. odd. I am going to see if I can repeat it. So either something is buggy or CoT leaders are also using this mechanic as well.
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Certain powers enable alternate "Miss" messages. SR will enabled the chance to see "Dodged", Force Field "Deflected". Some enable "Absorbed".
The boss demons have invincibility, which will enable "Absorbed".
It's something they added for flavor a while back, to show that different powers provide defense differently from a concept standpoint.
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I would not be surprised if that sort of situation ends up bugged to where it will put all 175 damage through while depleting the absorption simply because the game has never had to split one chunk of damage into 2, as far as I know.
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As far as I know it's already working, since Shadowhunter has it.
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It doesn't have to "split the damage into two". It just has to do a subtraction.
As far as I know it's already working, since Shadowhunter has it. |
2) My point was that the game has never had to do a damage subtraction before. It was all done with health where all damage went through and health was added by a heal after.
This is about damage being stopped before it hits player health, removing an extra pool, and then only part of that damage proceeding on to then be affected by resistance.
I wonder if they really can make that work perfectly every time such that a single damage packet can be subtracted from before it has fully finished executing?
That's a rather tall order considering how often things have broken that we took for granted as "too well made to break" or "no patch notes even remotely associated with a specific thing so couldn't have broken that specific thing"(and yet the specific thing was broken by that patch).
1) We probably don't see when subtraction is taking place on Shadowhunter and leavign only part of the damage to go through and the most common state is "all absorbed" or "none absorbed", and we are not him thus can't look at the logs for him.
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2) My point was that the game has never had to do a damage subtraction before. It was all done with health where all damage went through and health was added by a heal after. This is about damage being stopped before it hits player health, removing an extra pool, and then only part of that damage proceeding on to then be affected by resistance. I wonder if they really can make that work perfectly every time such that a single damage packet can be subtracted from before it has fully finished executing? That's a rather tall order considering how often things have broken that we took for granted as "too well made to break" or "no patch notes even remotely associated with a specific thing so couldn't have broken that specific thing"(and yet the specific thing was broken by that patch). |
Absorb going to negative values would be the potential bug I would anticipate, but it shouldn't be hard to catch.
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Whatever.
I was just pointing out that it is very difficult to put new mechanics into this game, especially to make them work perfectly.
I expect it to be rather buggy, especially since it is quite unprecedented in this game.
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