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 * Main

Let $k = {X \over 100}$, to completely remove all mana the damage, $dmg$, has to be: $mana - k \times dmg = 0$

The life removed can then be written as: $life - (1-k) \times dmg = 0$

Solving equation $$ for $dmg$: $dmg = {mana \over k}$

$$ in $$ gives: $life - (1-k) \times {mana \over k} = 0$

Solving $$ for $mana$: $mana = {k \over 1-k} \times life$

The ratio ${mana \over life} = {k \over 1-k}$ leads to exactly all life and mana being removed from a one-shot. If the ratio is less, i.e. ${mana \over life} < {k \over 1-k}$, then mana will have run out before all life is removed.

The table below show the necessary mana/life ratio required for varying amounts of Mind over Matter.


 * Sandbox

Let $k = {X \over 100}$, to completely remove all mana the damage, $dmg$, has to be: $mana - k \times dmg = 0$

The life removed can then be written as: $life - (1-k) \times dmg = 0$

Solving equation $$ for $dmg$: $dmg = {mana \over k}$

$$ in $$ gives: $life - (1-k) \times {mana \over k} = 0$

Solving $$ for $mana$: $mana = {k \over 1-k} \times life$

The ratio ${mana \over life} = {k \over 1-k}$ leads to exactly all life and mana being removed from a one-shot. If the ratio is less, i.e. ${mana \over life} < {k \over 1-k}$, then mana will have run out before all life is removed.

The table below show the necessary mana/life ratio required for varying amounts of Mind over Matter.


 * Main

Assuming the player allocates the Chaos Inoculation keystone, the "value" of this effect is as follows for various maximum elemental resistance breakpoints. (The "Damage Taken" is an arbitrary amount corresponding to a large elemental hit for the purposes of calculation and percentages are rounded up or down to conform to the way the game displays resistances (whole numbers)).

For characters with less than 76% Chaos Resistance, Incandescent Heart acts as an elemental damage taken multiplier, increasing the total amount of elemental damage taken as illustrated in the following table:


 * Sandbox

Assuming the player allocates the Chaos Inoculation keystone, the "value" of this effect is as follows for various maximum elemental resistance breakpoints. (The "Damage Taken" is an arbitrary amount corresponding to a large elemental hit for the purposes of calculation and percentages are rounded up or down to conform to the way the game displays resistances (whole numbers)).

For characters with less than 76% Chaos Resistance, Incandescent Heart acts as an elemental damage taken multiplier, increasing the total amount of elemental damage taken as illustrated in the following table:


 * Main


 * A player is wielding a bow that deals 100 Physical Damage,
 * a quiver that has ,
 * and gloves that have.
 * The player is using the skill, which has
 * The total in this is example is 125% of Physical Damage, and must be scaled. Since it comes from a skill gem, Lightning Arrow's modifier takes priority and is not scaled. The other two are scaled proportionally to convert the remaining 50% of physical damage.
 * 50 * (50/75) = 33.33% Converted to Fire Damage by Blackgleam
 * 25 * (50/75) = 16.67% Converted to Cold Damage by Hrimsorrow
 * In summary, the resulting converted damage would be 50 Lightning Damage, 33 Fire Damage, and 17 Cold Damage, and 0 Physical Damage, a total of 100 Damage.


 * Sandbox


 * A player is wielding a bow that deals 100 Physical Damage,
 * a quiver that has ,
 * and gloves that have.
 * The player is using the skill, which has
 * The total in this is example is 125% of Physical Damage, and must be scaled. Since it comes from a skill gem, Lightning Arrow's modifier takes priority and is not scaled. The other two are scaled proportionally to convert the remaining 50% of physical damage.
 * 50 * (50/75) = 33.33% Converted to Fire Damage by Blackgleam
 * 25 * (50/75) = 16.67% Converted to Cold Damage by Hrimsorrow
 * In summary, the resulting converted damage would be 50 Lightning Damage, 33 Fire Damage, and 17 Cold Damage, and 0 Physical Damage, a total of 100 Damage.