Introduction to the armor effect and damage reduction formulas of "The Slormancer"

May 15 2025

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In "The Slormancer", the protagonist will be hit and will be deducted after he is hit. The amount of blood will mainly depend on your damage reduction methods. The damage reduction methods mainly include armor, elemental resistance and dodge. The function of armor is to reduce damage to the attacks it receives, mainly targeting damage and is ineffective against elemental damage. What is the use of TheSlormancer Armor Armor is the most basic method of fighting against damage in the game. Armor provides damage reduction on skill damage. It should be noted that the damage reduction effect of armor will be reduced due to the increase in the difficulty of the anger level, but dodging will not. Armor provides characters with skill damage

The protagonist in "The Slormancer" will be deducted after being hit, and the amount of blood will mainly depend on your damage reduction methods. The damage reduction methods mainly include armor, elemental resistance and dodge. The function of armor is to reduce damage to the attacks it receives, mainly targeting damage and is ineffective against elemental damage.

What is the use of TheSlormancer armor?

Armor is the most basic method of fighting damage in the game. Armor provides damage reduction on skill damage. It should be noted that the damage reduction effect of armor will be reduced due to the increase in the difficulty of the anger level, but dodging will not.

Armor

Armor provides characters with damage reduction against skill damage. The formula for calculating armor value is

Actual armor value = [base armor value + ∑ (increase armor value)]×[100%+ ∑ (increase armor value bonus %)]×∏ (1+ armor ratio correction)

The basic armor value that the knight has is (11+4× character level) points, the basic armor value that the mage has is (4+2× character level) points, and the basic armor value of the hunter is 0.

At present, the official has not given a specific calculation formula for the injury reduction ratio. The author only gives the empirical formula as follows

Armor damage reduction ratio %=100%-parameter B/(Armor value^2+Armor value × Parameter A+ Parameter B)×100%

where parameters A and parameter B are values ​​based on the difficulty change of the anger level, and they are

Parameter A=(1.362)^(Current Anger Level +24.77)-799.1

Parameter B=(2.115)^(Current Anger Level +0.3867)×10^6

There is an error in this empirical formula, with the maximum maximum of about 1%.

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