You can gain 23 with trinkets so you should test that if you have the opportunity and I am not mistaken in saying that no one has tried and published results.
PSA: Your triple max skolver set is basically worthless (aka the Lockdown science megathread)
So er
Elemental max dusker set in t2  would it protect ke any more against elemental weapon then if i had non uvd dusker gear?
Thanks in advance
Zeddy, will elemental max dusker set help me more versus elemental swords in t2 lockdown?
So every UV is worthless in T2? /me is trying to make Krakob say something other than "@Erctheepic" and "no".
At least you said something other than "@Erctheepic".
Who da heck is Khamsin?
Ah yes, Khamsin frequents, or maybe used to frequent, the forums.
ran some tests:
vs skolver set both max piercing:
max dmg btb: 239
ultra dmg btb: 226
max dmg gf: 413
ultra dmg gf: 392
max dmg hammer: 377
ultra dmg hammer: 362

vs skolver one piercing med:
max dmg btb: 290
ultra dmg btb: 277

vs bkc (shadow high) + ancient:
max dmg btb: 315
MAX DMG DA: 377
MAX DMG GF: 337
max dmg hammer: 377
Zeddy... have you been taking those pills again?
would be interested to see if a BKC + Anicent Plate with dual shadow max impacts those numbers at all, since i'm sitting on a shadow max ancient set and would like a reason to use it
@Theirillusion
You could've just calculated those numbers, y'know.
@Retequizzle
It should affect but it's not significant (approx. 130 shadow defence, I think).
I've always felt Zeddy's stuff, which was great don't get me wrong, was off when it came to MAX uvs, and particularly the double ones.
Yes. All the information needed is contained within the charts and threads. Let me do an example.
Using this as source: https://docs.google.com/spreadsheet/ccc?key=0AkB_kx1fvrxadHBaUFhGVUdlNWh...
Skolver set w/ double max piercing vs BTB, max DB:
Final Flourish base damage (D25): 332 (as seen in Z4 of Swords in the damage chart)
Applying damage bonus to a base damage value: d * (1 + 0.04b)
d = raw damage
b = bonus (where low = 1, medium = 2, and so on)
332 * (1 + 0.04 * 6) = 332 * 1.24 = 411.68
Next, we go to the Lockdown: Swords chart. Here, I can see that Zeddy had already done the above computation for us. Herpaderp. In fact, we can see that Zeddy's calculations already reflect on your results, although they are off by three units of damage, probably due to rounding errors (as we don't yet know all there is to know about rounding). Either way, let's carry on with the calculation.
Judging by the contents of row 6, we get to know that Skolver has a total of 125 piercing defence. UVs are 6.4 per level where low = level 1, medium = level 2, high = level 3, and max = level 4. Max is thus 25.6 units per UV. Two give us 51.2 Adding that to Skolver's base defence and we get 176.2 defence in total.
Subtract 176.2 from 411.68 and what do we get? 235.48. Yes, that's 3.52 units off. Rounding errors. Otherwise correct.
Now don't say the info isn't there just because it's not handed to ya on a plate ;D
Rounding errors ehy? Sounds like errors to me. And alot of incorrect numbers to change.
Rounding is the last step. (Base damage > Weapon Modifier > Depth Modifier > Boost modifier > Armor > Round Damage Up).
The error is introduced from using estimated raw damage, not rounding.
That being said, the 3.5 units usually don't make much of a difference in T3 PvP.
now i'm no mathematician but based off of conflicting numbers to represent a dual pierce max skolver vs max damage BTB/FF line, the discrepancy in rounding isn't enough to be terribly worrisome:
235.48 / 239 = 0.9852719665271967, or 98.5272%
ironically enough, i did round to the tenthousandth decimal but for percentages it's usually not a big deal
now, factoring in the dual pierce max alongside of a dual penta trinket setup:
1080 / 235.48 = 4.586376762357737
1080 / 239 = 4.518828451882845
if we round to the nearest tenthousandth again, the values are 4.5864 and 4.5188 respectively, but since it's impossible to do 4.5864 and 4.5188 hits with game mechanics, they both round up to 5 hits anyway  ergo, the rounding error in this case is not enough to account for any statistical anomaly in reporting damage
in fact, even if the game rounds to 235 for the value:
1080 / 235 = 4.595744680851064
which still rounds up to 5 hits from a flourish, assuming absolutely no other damage from an outside source is taken
realistically, the only place where this rounding error would be held accountable enough to make a difference is determining whether getting hit by a firepot or water orb in maps that have them will kill you or not, or determining viability of a T1 gun with asi on it as opposed to getting a 5* version of similar functionality (zapper vs valiance, for example)  both of which are incredibly unlikely scenarios to run into; you could also argue that the 20 hit point difference (235 * 5 vs 239 * 5) would be a factor in determining how many sentenza/AP shots you can take after receiving four flourish hits, which in any case would be one, even from a completely unboosted set (at least if the testing sconesy and i did has any merit, but she has the numbers for them so i don't know them off the top of my head unfortunately. sorry!)
now i'll reiterate again  i'm no mathematician, so feel free to doublecheck the work if you want, but unless you're running statistics on something like public health, where accuracy really is important in terms of reporting numbers, i think a value being off by roughly 2% in either direction is enough to say the numbers are consistent regardless of whether you round excessively or not
"they both round up to 5 hits anyway  ergo, the rounding error in this case is not enough to account for any statistical anomaly in reporting damage"
Yup, thats why it doesn't matter in most cases.
If you were to study 270 vs 269 damage against 27 pips of health, it would make a difference. [ex: fearless rigadoon's third strike w/ damage max vs dragon scale w/o UVs MIGHT be one of these cases  But who is going to really attempt to compare getting a 3rd strike 4 or 5 times in a row against one player in LD without anything else hitting said dragon scale wearing player?]
don't be dumb, each max is a max dmg hit, uv what u want
I'm not able to reproduce your result. Could you be kind enough to retest for me? Maybe give me some steps to follow?
This is what I got:
Max damage DA vs Vog Cub elemental high + Ancient plate: 333
Max damage GF vs Snarby cap (no UV) + Ancient plate: 333
Theirillusion tested Chaos with elemental max for me:
Ultra damage DA did 321 to it
Ultra damage GF did 321 to it
Must've been some kind of mistake during his previous test.
Would a shock max set (full Mercurial with shock max uvs) be able to stop weapons that inflict shock from shocking you?
To elaborate:
Let's say you're wearing a full set of Mercurial armor (Helm and Mail), and both have Shock Resistance Maximum on them. Would it be enough to stop weapons that inflict shock such as the Storm Driver and Polaris from shocking you?
You'll only need 9 points of resistance to be immune to moderate shock.
Hillbilly language: Shock UV low + max + max is enough for storm and polaris to not shock you.
If that doesn't make it clear enough, I'll also tell you that a Mercurial item gives four units of shock resistance, i.e. a max.
What about Voltedge charges?
Not that it might matter as you'll get oneshotted by Chaos chargers.
"Strong shock is irresistible."
At least Voltedge chargers are rare. Right? Right?
*cue voltedge charger*
MoonstoneShades facepalms.
You'd only need a low + max + max to nullify most kinds of statuses?
What would be the minimum needed to stop a Voltaic Tempest from electrocuting someone?
+7 (Max+High)
Using a full Mercurial/Mercurial Demo set makes you VT immune.
I like Mercurial. So, if I go VT bombing, I'll most likely use Mercurial or Mecurial Demo as my bombing armor so I can nullify shock while giving everyone else the zap.
I like Mercurial. So, if I go VT bombing, I'll most likely use Mercurial or Mecurial Demo as my bombing armor so I can nullify shock while giving everyone else the zap.
this thing needs more readers. ppl are going with lame gear thinking they have defense.
I know, right? Next time they think they have good defense, throw them this thread and prove 'em wrong.
By the way, I've updated the charts using GearStorm's defence formula.
It's not gonna be 100% accurate, mostly due to missing a lot of pure damage values on D24, but as I gather more data points it'll get closer.
In related news, if you can't see the exact setup you're interested in knowing about on the charts, go ahead and ask and I'm fairly confident I can give a relatively accurate answer (let's say within 10 damage points?)
State your armour, UVs, what weapon you're trying to defend against, or how many hits you need to take etc.
Ok so..if I understood it s a bad thing to mix snarbolax and skolver? even if they have piercing and normal defense?
The only thing you benefit from mixing Snarby and Skolver is Shivermist immunity, your damage bonus boost, and Normal Defense. The mix of Shadow and Piercing Defense is below the threshold. You're pretty much walking in wet toilet paper.
what I got from this was that UVs dont go into effect on armors in lockdown, just weapons
is that correct?
No, it's not. I believe this question has been answered multiple times in the thread, so I suggest you reread the original post and other posts, some which will ask the same question as you have. I also recommend reading about Defence on the wiki. This article is a tad outdated, but it will still give you a fundamental understanding of the concept, hopefully.
172 before, 135 with a single max, 113 with a double max.