Hello folks, I am here to point out a few very important issues with the stat/mechanic "Damage Absorb".

This stat has been around on usFlyFF for a long time in terms of the Vindication Artifact, that adds 75% PvP Damage Absorb for 20sec on a 10minute cooldown. Another very rare item called "Combat Scroll 50", that could legitmately only obtained by a few people in minuscule amounts, would add 50% PvP Damage Absorb for 30sec but without(!) a cooldown. Meaning you can chain them together, if you - somehow - managed to acquire a lot of them.

With last Xmas event, they introduced "Combat Scroll 20", which adds 20% PvP Damage reduction for 30sec, also without a cooldown. Needless to say, amongst many other things, the Combat Scroll 20 (or cb20 for short) has been duped/spawned heavily during the recent incidents and the server is still flooded with them.

Now for Easter Event, they plan to introduce a Rabbit Fashion Set, that has as a main seteffect "10% Damage Absorb" and "10% HP".

In the following I am going to illustrate how broken this "Damage Absorb" stat is, especially if it comes with permanent fashion or with no-cooldown consumables.

Assuming you are a Forcemaster with HP-equipment in Guild Siege, using all consumables. Then the total HP% you have will be roughly 728%. This comes from both gear (20x Land R weapon, Hp% jewelry, 155 set+10 with 60% hp, standard hp% emerald joker casino fashion combo, and Dark Devils Cloak etc.) and from CS consumables (grilled eel, jack card, 3x blue 2011 card, 3x yellow fwc 2011 card, love chocolate 2h, 2x small valentine chocolate, 2x Pride of Victory, Potent/Unstable Acrobat flask, 2x Gingerbread, 2x 10% Hp bead etc.)

When having, say, only 10% damage absorb (as from the Rabbit set), your effective Hp goes up by a factor of 1/0.9 = 1.1111 i.e an 11% increase in effective hp. Because someone now needs to deal 111 damage to kill you at 100 hp, since 111*0.9 = 100.

So lets save that statement:

Let us now see how much extra HP% the aforementioned HP-Siege-Billposter would need on top, to acquire the same increased-Hp/Survivability effect.

His HP prior to any imporment would be whatever his base is times (1+728/100), because thats how HP% works. it stacks additively with other HP%, or paraphrased differently: it only scales off base-HP.

To work out the factor now, we'd have to find the missing HP% value X that needs to be added to that 728% from before in order to make an increase of 11%. In numbers that would mean

(1+ [728 + X]/100) / (1+ 728/100) = 1.1111. Solving that equation for X yields, that

In order to understand why this effect happens and whats so special about "Damage Absorb" comapred to HP%, I'll elaborate the maths behind it:

Your

As Dmg-Absorb is actually in the demoniator, as seen in the formula above, the effects get more and more pronounced the more DmG absorb is introduced. For example if you already have 20% Damage Absorb from, say, Combatscroll 20. An additionally 10% DmgAbsorb from Rabbit set would increase effective HP by 0.8/0.7 = 1.14 i.e by

This stat has been around on usFlyFF for a long time in terms of the Vindication Artifact, that adds 75% PvP Damage Absorb for 20sec on a 10minute cooldown. Another very rare item called "Combat Scroll 50", that could legitmately only obtained by a few people in minuscule amounts, would add 50% PvP Damage Absorb for 30sec but without(!) a cooldown. Meaning you can chain them together, if you - somehow - managed to acquire a lot of them.

With last Xmas event, they introduced "Combat Scroll 20", which adds 20% PvP Damage reduction for 30sec, also without a cooldown. Needless to say, amongst many other things, the Combat Scroll 20 (or cb20 for short) has been duped/spawned heavily during the recent incidents and the server is still flooded with them.

Now for Easter Event, they plan to introduce a Rabbit Fashion Set, that has as a main seteffect "10% Damage Absorb" and "10% HP".

In the following I am going to illustrate how broken this "Damage Absorb" stat is, especially if it comes with permanent fashion or with no-cooldown consumables.

Assuming you are a Forcemaster with HP-equipment in Guild Siege, using all consumables. Then the total HP% you have will be roughly 728%. This comes from both gear (20x Land R weapon, Hp% jewelry, 155 set+10 with 60% hp, standard hp% emerald joker casino fashion combo, and Dark Devils Cloak etc.) and from CS consumables (grilled eel, jack card, 3x blue 2011 card, 3x yellow fwc 2011 card, love chocolate 2h, 2x small valentine chocolate, 2x Pride of Victory, Potent/Unstable Acrobat flask, 2x Gingerbread, 2x 10% Hp bead etc.)

When having, say, only 10% damage absorb (as from the Rabbit set), your effective Hp goes up by a factor of 1/0.9 = 1.1111 i.e an 11% increase in effective hp. Because someone now needs to deal 111 damage to kill you at 100 hp, since 111*0.9 = 100.

So lets save that statement:

**10% Damage Block increases effective HP by 1/0.9 = 1.11 i.e 11%.**Let us now see how much extra HP% the aforementioned HP-Siege-Billposter would need on top, to acquire the same increased-Hp/Survivability effect.

His HP prior to any imporment would be whatever his base is times (1+728/100), because thats how HP% works. it stacks additively with other HP%, or paraphrased differently: it only scales off base-HP.

To work out the factor now, we'd have to find the missing HP% value X that needs to be added to that 728% from before in order to make an increase of 11%. In numbers that would mean

(1+ [728 + X]/100) / (1+ 728/100) = 1.1111. Solving that equation for X yields, that

**X = 92**. That means, that this harmless-looking 10%-Damage-Absorb from the Rabbit Set, would for this HP-BP-Sieger have the same effect as**+92% HP.**And I think we can all agree, that thats a very strong stat for a fashion set-effect right?.In order to understand why this effect happens and whats so special about "Damage Absorb" comapred to HP%, I'll elaborate the maths behind it:

Your

**Effective HP**or**eHP**for short is equal to whatever a potential attacker has to deal in damage in order to kill you. Thus it is calculated as follows**eHP = HP / ( 1-SumDmgAbsorb )**. As you can see, in order to increase your eHP (which is actually the onyl thing that matters!), HP and DmgAbsorb**scale multiplicatively**with each other (actually by division, which is the same as multiplication just the invers operation. dividing by 0.9 is the same as multiplying by 1.11). Therefore increasing Dmg-Absorb just a little bit has**massive****effects**on everall Survivability (= eHP). Since it scales with all the massive HP people already obtained from HP%.As Dmg-Absorb is actually in the demoniator, as seen in the formula above, the effects get more and more pronounced the more DmG absorb is introduced. For example if you already have 20% Damage Absorb from, say, Combatscroll 20. An additionally 10% DmgAbsorb from Rabbit set would increase effective HP by 0.8/0.7 = 1.14 i.e by

**14%**, which is more than the 11% from above. That means the effect of 10% DmgAbsorb for the aforementoned HP-Siege-BP would be equivalent to**+118% HP**.
## Comment