Debuffs are status effects that affect the player or target negatively. This is a comprehensive list of all debuffs added by the Calamity mod. I open this topic because many players complain why sayha overwrites their old cov, pof etc buffs. And this is why, because new awakened buffs overwrite by default old ones, so if you go pvp with cov for ex, u might get better stats but risk getting a worse then drum melody buff wich is sayha, so for pvp to be safe always use drum melody, or risk getting sayha, the choice is yours.
So I look into the wiki and there is a lack of information about how buffs and debuff interacts with each other. So here is a break down. MATHS INVOLVED. TL;DR below for those that don't want to see maths.A) How multiple of the same buffs/debuffs interacts? What is 'diminishing returns'?Now, lets start with the basic. There are various buffs and debuff that can increase or lower your stats. However, if a same type of buffs or debuff were applied to the same target, instead of adding everything up (A+B+C+D ect), it will use this formula: A + (A.%B=X) + (X.%C=Y) + (Y.%D=Z).ect where:A= The highest buff/debuff percentageB= The second highest buff/debuff percentageC= The third highest buff/debuff percentage.ectExample: Krervo cast 'Active Liquid' that gives +20% Int and Lele cast 'Leave it to me!'
That gives +30% Int. So Lele has 2 different int buffs. But instead of 30% + 20% = 50% increase, it will take the highest value as base, then apply the formula: 30 + (30.20%=6) = 36%Example 2: Now aside from Krevo and Lele's buff, you also swap in Ciel with his lvl 2 valor chant. Now Lele has 3 int buffs: 30%, 20% and 20%.
You applies the same formula to get: 30 + (30.0.2=6) + (6.0.2=1.2) = 37.2%As you can see here, due to diminishing return, the second buff only adds 6%, while the third buff only adds a measly 1.2%, completely not worth the trouble of wasting a turn to apply the those extra buff.Based on this calculation, we can also concludes that the higher the buff/debuff percentage, the more valuable it is. Let say we have two types of scenario. One with 40%,30%,20% buffs and another with 30%,30%,30%. Both add up to 90% total. But if we applies the calculation, it will be:Case 1 = 40 + (40.0.3=12) + (12.0.2=2.4) = 54.4%Case 2 = 30 + (30.0.3=9) + (9.0.3=2.7) = 41.7%A 12.3% difference! So, the higher% of your strongest buff, the better. Mariel is so broken!In future content, there will also be buffs that can stacks.
Like Aldo's 20% slash resist debuff that can stack 3 times. But after applying the first stack, all future stack will be half, so instead of 20%+20%+20% = 60% for 3 stacks, it will be 20% + 10% + 10% = 40%.B) The type of damage in this game, how their debuffs/buffs interactsNow we know about how buff and debuff's diminishing return works. Lets get into the more advance stuffs.The game has two damage types, physical and magical damage. And it gets further divided into various element and weapon types. Physical damage type has pierce, blunt and slash. Magic damage type has fire, water, earth, wind. All type resist means all magic damage types are included, same as physical resist.Then there are buffs/debuffs that increases or lower your physical or type resist.
The same formula also applies to these type of buffs/debuffs. However, the game will calculate the physical portion of the buffs/debuffs and magical portion of buffs/debuffs separately, then add both together. What do I mean by that?
Well, there is something called elemental + weapon attack, Like Otoha's Earth slash attack. So if I were to use Otoha's skill and attack a target with slash resist debuff, earth resist debuff, or earth + slash resist debuff, how do I calculate how much% damage increase I get? Lets look at some example. Example 1: only slash resist debuff.
So the enemy has 30% and 20% slash resist debuff. The calculation is simple: 30+(30.0.2) = 36% damage increase. Example 2: only earth resist debuff. So the enemy has 30% and 20% earth resist debuff. It is the same deal: 30+(30.0.2) = 36% damage increase.
Example 3: both slash resist and earth resist debuff. So the enemy has 30% earth resist debuff and 20% slash resist debuff. Wouldn't it be pointless stating average damage reduction of a strength/int down since it has everything to do with how much higher their power is from your defense in order to actually do damage? Roughly 2.5.
can differ completely depending on who the attacker is.Example, since the formula for this game is an attack-def=dmg type (it's not THAT basic but it's the same idea) we can use the numbers 600atk and 400 def, which would be 600-400=200 difference. If the enemy had power down 20%, it would be 480-400=80 difference. 200 diff down to 80 diff is a 60% reduction. Now if we used the numbers 800atk 300def, and 20% atk buff would bring it from 500 diff to 340, which is a 32% reduction.As you can see, that percentage can jump a lot higher or lower depending on how far the base attack is away from the base defense, so the estimate of 2.5.
worth of a protection buff definitely isnt stable, just know that debuffing is great as long as you keep your defense high too. I have tested from 5 different battles, From Red Dawn, Azami to VH horrors. All of them gives me a consistent 4853% damage reduction. So I believe for current content, the damage from enemy is fixed (our defense do fluctuate the results though.).
But the calculation there is to show the difference in stacking power debuff vs physical resistance buff in order to show which one is more effective. The results are pretty clear. Always go for power/int debuff first, then all type resist up/physical resist up. Use both of them together, if you can, but avoid stacking too many of the same type of buff/debuff since most of it is going to be wasted.