Damage Data

Continuing the quest to find out how damage to knights actually works, I've done some further testing. Hopefully this time I've gone into enough depth with it to be useful. The results are a little more precise and a little different from previously.
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I've tested several combinations of Piercing defense on D19 spikes. Now, I don't know how spikes compare to enemies. But spikes deal pure Piercing damage and armor with Piercing defense defends against it, and arenas make spikes easy to use, so it's a start. I'd like to know how spikes work before I move on to the enemies. I have tested 18 configurations of Piercing resistance.
For non-gunners, the Justifier I'm using is defensively identical to Skolver.
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Damage is nonrandom and it is not rounded to half-bars or quarter-bars. Rounding at that level is a popular misconception.
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I am pretty certain that the health display rounds up to the nearest half-bar. Why? Well, it explains how we can have a full display of health without actually having full health. It also is nice because it means we'll never have an empty bar of health without actually being dead. But most importantly, every damage test I've done has these properties:
- Each hit of a certain type can have two possible visible values for health bar damage; these values differ by half a bar
- The first hit taken from when my knight is at full health is always the lesser of these two values
I can think of no other display rounding algorithm that would produce this effect. Let me know if there is one.
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Next, assuming that the above effect is true, we can see that any amount of damage will produce a specific chain of visible bar damage over the course of many attacks. For example, hits of 3.65 bars would produce the chain 3.5, 3.5, 3.5, 4, 3.5, 3.5, 4, 3.5, 3.5, 4, 3.5, 3.5, 3.5, 4, 3.5, 3.5, 4, 3.5, 3.5, 4...
In all 18 of the configurations I tested, I observed and recorded the visible damage chains and then compared these to the damage chains for various real damage values. I recorded about 20 damage values for each to get a good look at the chains. I found that every one of these chains fits exactly into one of the results for a real damage value that is a multiple of 1/40 of a bar.
From this, I conclude that every health bar is worth 40 points of HP. Other possibilities exist, such as multiples of 40, or HP that varies by depth. However, for the purposes of this data, 40 HP per bar will suffice.
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DATA
Pierce Defense = Damage
No Pierce Defense = 194
1x Justifier = 146
2x Justifier = 98
So each piece of Justifier seems to reduce the damage by 48 points. So far so good.
1x Justifier = 146
1x Justifier + 1x Pierce Max UV = 128
2x Justifier = 98
2x Justifier + 1x Pierce Max UV = 78
2x Justifier + 2x Pierce Max UV = 69
18 points for Pierce Max on top of one piece of Justifier. 20 points when it's on top of two pieces. The second Pierce Max UV is significantly weaker than the first. This is inconsistent with the idea that any given piece of gear reduces defense by a given amount.
No Pierce Defense = 194
1x Royal Jelly Band = 183
2x Royal Jelly Band = 172
Each Royal Jelly Band seems to reduce the damage by 11 points. Let's see if that's consistent with other armor configurations.
1x Justifier = 146
1x Justifier + 1x Royal Jelly Band = 135
1x Justifier + 2x Royal Jelly Band = 124
Check.
1x Justifier + 1x Pierce Max UV = 128
1x Justifier + 1x Pierce Max UV + 1x Royal Jelly Band = 117
1x Justifier + 1x Pierce Max UV + 2x Royal Jelly Band = 106
Check.
2x Justifier = 98
2x Justifier + 1x Royal Jelly Band = 83
2x Justifier + 2x Royal Jelly Band = 76
Not so much. Yes, two bands reduce the damage by 22 points, but for some reason the first one does 15 and the second does 7. And I triple checked these values, so it's not an error on my part. Very odd.
2x Justifier + 1x Pierce Max UV = 78
2x Justifier + 1x Pierce Max UV + 1x Royal Jelly Band = 72
2x Justifier + 1x Pierce Max UV + 2x Royal Jelly Band = 68
6 points, then 4 points. It seems there's a threshold at which the importance of more defense decreases (diminishing returns).
2x Justifier + 2x Pierce Max UV = 69
2x Justifier + 2x Pierce Max UV + 1x Royal Jelly Band = 66
2x Justifier + 2x Pierce Max UV + 2x Royal Jelly Band = 63
3 points each. Even less.
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The data's a little weird, but here's what I came up with. The only thing I can think of is a split damage formula:
1) If defense <= two pieces of Justifier, use flat values. That is, each piece of gear reduces damage by a certain amount.
2) If defense > two pieces of Justifier, use a diminishing returns formula. I don't know what formula.
What I don't have, and would be very useful in determining if this is accurate is a Pierce UV on a piece of non-Pierce armor. If anyone's got one and wants to help out with this test let me know. Probably doesn't have to be a Max.
Given that this is true (and that's a big if due to the lack of data), then the concept of diminishing returns is false before a certain point and true afterward. There appear to be three important points. The first is the point at which the formula splits. At two pieces of Justifier (220 pixels)? Perhaps at 200 or 225? Somewhere else?
The second important point is in the middle of the diminishing returns formula, which appears to start out by actually providing a higher rate of return per defense than the flat formula (which is why a Pierce Max UV provides more defense on two Justifiers than on one Justifier, and why a Royal Jelly Band on two Justifiers is 15 points instead of 11). The point in question is the one where the rate of return drops below the flat formula's rate such that further defense truly begins to be less and less effective. A true min-maxer might want their defense to be at this point because it provides the greatest possible defense per pixel, but that's a little nitpicky.
After the above point, the rate decreases, and eventually the defense per pixel returns to be in line with the flat formula's rate before dropping off further. This point appears to be around 2x Justifier + 2x Royal Jelly Band (276 pixels). This is in line with the 2x Royal Jelly Band providing 22 pixels whilst the first provides 15 and the second only 7. Is it at 275? Somewhere else?
The conclusion here is that 1 Max UV (and any lesser UVs as well) on top of two pieces that provide the same type of defense is quite good, and anything more than that not so much. Again, that's if the split formula is true, if spikes are the same as enemies, if D19 is similar to all other floors, etc. There are a lot of variables to eliminate, but it's an idea. Probably wrong given my track record on this, but hey.
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If you've got any other ideas about how to interpret the data, let me know. I intend to do some more testing on other floors (for real this time) and possibly with wolvers. Hopefully that will provide further insight.

Yeah, anything's a possibility on the UVs and it's hard to say without more data. The reason I'm leaning against that is due to the consistency of the trinkets with less armor on and lack of consistency without. I can't think of any reason why trinkets would behave differently at different times (I even tested putting the trinket in a different slot just to make sure, lol).

Could you please post your raw damage chains? Never hurts to have someone double-check your math.
The flat-reduction thing obviously had to change at some point, unless they were going to let us take negative damage.
Considering what Chronovore discovered about special damage, I suppose it won't be terribly surprising if defense follows a weird piecewise curve. It's worth keeping in mind that the point where the slope changes may be based on the amount of damage being dealt rather than the amount of defense...that's probably how I would have done it (but then, I wouldn't have designed anything like that special damage curve, so who knows?).
If the magic boundary is based on the amount of damage left to reduce, then it looks like it occurs somewhere around the 2 bars mark, which is vaguely plausible (though perhaps a bit higher than I would have guessed).
On the other hand, if the magic boundary is based on your total defense, then it's worth noting that the piercing defense on 2x Justifier + one max UV is pretty close to the normal defense on 2x Justifier with no UV (or 2x most armors in the game, for that matter). The normal defense on 2x Justifier is roughly equal to the piercing defense plus a high UV (which, recall, is only one rank different from a max UV). So that's also a completely plausible region for something special to happen.
It would be interesting to see a scatter plot of your data.

Sure. Where it says Nameless I actually used Ancient Plate for the extra HP, and some of the later tests I didn't go for quite as long. And no commas. The range values (which I didn't do on the later ones) are the possible bar damage values which could yield that chain of values.

Have you considered using Lockdown to test the amount of health per HP bar?
You have one player kill a Striker who's wearing full 5* armour without any health trinkets
You have another guy kill a Striker who's wearing full 5* armour with a penta-heart
The killers shouldn't do any more damage for the remainder of the match. When the endscreen pops up, health per pip should be
|Damage dealt 1 - Damage dealt 2| / 5.
And of course you can repeat it with two penta heart pendants, or dlx vitasuit, ect.
It would also be interesting to see how much a Leviathan/Nitro blast deals to a player not wearing any normal defence, as that would help us pinpoint the stratum LD T3 is in, or give us an idea as to the defence of enemy monsters. Gremlin menders used to have lower normal defence, so. Anyway, good luck on your experiment!

Lockdown damage numbers are a good idea.
Here's the test on D21, coupled with a few tests from my friend. I haven't really analyzed things yet, but everything has been consistent with the 40 HP/bar value. In particular, certain damage strings that are 0.025 bars above a visible bar value (e.g. 4.525) will deal the lower of the two visible damage values until the 20th hit, at which point they will deal on hit of the higher value. Two or three of the tests had damage values that showed this behavior.
Pierce Defense = Damage
No Pierce Defense = 232
1x Justifier = 179
2x Justifier = 126
53 points apiece. As you might expect, the base damage is much higher, and the defense from armor is higher as well, but not high enough to compare to the increase in base damage.
No Pierce Defense = 232
1x Pierce Low = 226
1x Justifier = 179
1x Skolver + 1x Pierce Low = 174
1x Justifier + 1x Pierce Max UV = 159
2x Justifier = 126
2x Justifier + 1x Pierce Max UV = 100
2x Justifier + 2x Pierce Max UV = 85
Pierce Max is 20 points on top of one pieces; 26 points on top of two pieces, and the second UV is 15. This is similar to the last test, but I'm going to need to test more floors to figure out any sort of pattern. The Pierce Low UV seems to be following suit with the Pierce Max, though it's providing a different amount of defense on top of no armor than it is on top of one piece.
2x Unheated Spiral Scale = 220
2x Unheated Solid Cobalt = 192
1x Sunset = 181
2x Sunset = 131
1x Skolver + 1x Dragon Scale = 119
The rest of my friend's data. Gonna calculate bar lengths on these and see if they fit with anything.
No Pierce Defense = 232
1x Royal Jelly Band = 219
2x Royal Jelly Band = 206
13 points apiece, up from the 11 points on D19.
1x Justifier = 179
1x Justifier + 1x Royal Jelly Band = 166
1x Justifier + 2x Royal Jelly Band = 154
13 points on the first one, but the second one's dropped to 12. This is different from the D19 test, where the damage drop was consistent. It's "only" 1 point, but it's tough to say where it's coming from. Perhaps some sort of armor scaling issue (if armor is even scaled in Strat 5)? Or maybe something else.
1x Justifier + 1x Pierce Max UV = 159
1x Justifier + 1x Pierce Max UV + 1x Royal Jelly Band = 146
1x Justifier + 1x Pierce Max UV + 2x Royal Jelly Band = 133
13, and then 13.
2x Justifier = 126
2x Justifier + 1x Royal Jelly Band = 111
2x Justifier + 2x Royal Jelly Band = 95
15 points, then 16 points. On D19, the second band reduced damage by about half of what the first did; here it does more. Need more floors.
2x Justifier + 1x Pierce Max UV = 100
2x Justifier + 1x Pierce Max UV + 1x Royal Jelly Band = 89
2x Justifier + 1x Pierce Max UV + 2x Royal Jelly Band = 83
11, then 6.
2x Justifier + 2x Pierce Max UV = 85
2x Justifier + 2x Pierce Max UV + 1x Royal Jelly Band = 80
2x Justifier + 2x Pierce Max UV + 2x Royal Jelly Band = 75
5 points each.
Raw Data: http://pastebin.com/ixeeCFji
As a brief analysis, the results are similar overall, with defense being mostly flat up to a certain point, at which things seem to give increasing results for a bit and then decreasing results afterward. But the points where this happens are different. There are also a couple of values that don't fit with the flat defense, those being the 1x Justifier + 2x Royal Jelly Band test, and the 1x Pierce Low test.
More tests to come, but I'm going to calculate some bar lengths first.

Bar Lengths
No Pierce Defense = 0
1x Royal Jelly Band = 28
2x Royal Jelly Band = 56
1x Justifier = 110
1x Justifier + 1x Royal Jelly Band = 138
1x Justifier + 2x Royal Jelly Band = 166
1x Justifier + 1x Pierce Max UV = 156
1x Justifier + 1x Pierce Max UV + 1x Royal Jelly Band = 184
1x Justifier + 1x Pierce Max UV + 2x Royal Jelly Band = 212
2x Justifier = 220
2x Justifier + 1x Royal Jelly Band = 248
2x Justifier + 2x Royal Jelly Band = 276
2x Justifier + 1x Pierce Max UV = 266
2x Justifier + 1x Pierce Max UV + 1x Royal Jelly Band = 294
2x Justifier + 1x Pierce Max UV + 2x Royal Jelly Band = 322
2x Justifier + 2x Pierce Max UV = 312
2x Justifier + 2x Pierce Max UV + 1x Royal Jelly Band = 340
2x Justifier + 2x Pierce Max UV + 2x Royal Jelly Band = 368
1x Pierce Low = 12
1x Skolver + 1x Pierce Low = 122
2x Unheated Spiral Scale = 16
2x Unheated Solid Cobalt = 58
1x Sunset = 92
2x Sunset = 184
1x Skolver + 1x Dragon Scale = 236
These are the points I have found based on bar lengths. Assuming that the bar lengths are the true defense used (as opposed to each piece of equipment doing its own thing, or some other situation), they can be used to make a formula given enough data.
Defense, Damage Reduction
D19
0, 0
28, 11
56, 22
110, 48
138, 59
156, 66
166, 70
184, 77
212, 88
220, 98
248, 111
266, 116
276, 118
294, 122
312, 125
322, 126
340, 128
368, 131
D21
0, 0
12, 6
28, 13
56, 26
110, 53
122, 58
138, 66
156, 73
166, 78
184, 86
212, 99
220, 106
236, 113
248, 121
266, 132
276, 137
294, 143
312, 147
322, 149
340, 152
368, 127
DATA FROM LOWER STARS
Sunset
92, 51
184, 101 (This is a different value from the 184 above, which is 1x Justifier + 1x Pierce Max UV + 1x Royal Jelly Band)
Spiral Scale
16, 12
Solid Cobalt
58, 40
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On further consideration, Bopp's suggestion that UVs behave different from armor and trinkets stack seems more likely, with trinkets behaving differently at different times due to the UVs (durr, I'm an idiot). As I said before, I haven't done too much analysis on this data myself yet, so I'm going to look into this. Really need more data for the UVs, though.

I'd be willing to help out with research into this. Either with collecting raw data or being part of a lockdown map. Whichever you'd prefer.
Thanks, Kalaina-Elderfall, for trying to quantify things. I love to see data like this. Your deduction of the 40 points per health bar is delightfully reminiscent of the Millikan experiment on the charge of the electron.
At some point I started skimming, so maybe you've addressed this, but: Is it possible that the piercing defense from an armor piece (Justifier) gives you flat damage reduction (e.g. 48 points), but that the piercing defense from UVs gives you a percentage damage reduction (e.g. 10%)? Instead of diminishing returns, the two just act differently?
I have Skolver with and without a piercing UV, so maybe I'll try to get some data on it.