Here is another unsolicited tip for newbies.
The concept of diminishing returns for damage boosts and exponential return for "cuts."
Diminishing returns are probably self explanatory. For boosting effects like lets say, Lethal Critical, the more of it you have, the less relative gains you will have by getting more of it. Let's simplify it and say that Lethal Crit just boosts damage by that percentage. 100 Lethal Crit would mean double damage. But if we add another 100 on top of it, that second 100 turns the total damage from 2x to 3x. That's a 1.5x increase in damage from the previous number, which means the same 100 lethal crit was only half as effective when you already had 100.
Now let's look at "cuts." These include Hardy Physique (90 max), Counter Resist (90 max), Helmet Split (80 max), Dimension Slash (75 max), and the various Barriers (can get immunity with 100 from a single unit). Let's say we have 50 Hardy Physique.. That means you take 0.5x damage. Now let's add another 40 Hardy Physique on top of that to max it out. Now you are taking 0.1x damage. That 40 Hardy Physique was 5 times(!) as effective as the first 50.
Here is the basic damage formula.
( (2*Attack+5) * sqrt(AttackersHP)) / (defense + 5 + sqrt(Land)).
Basically, whatever damage the attack did would be divided by the defense. Let's take a simplified example. Ignoring Land (aka Wall) for now, if you attacked with 1000 damage and they have 100 defense, you would do 10 damage. Now if we use 50 Helmet Split, their defense would be 50, which means we would do 20 damage. Now if we add another 30 Helmet Split, their defense would be 20, which means we do 50 damage. The first 50 Helmet Split was a damage increase of 2x. The second 30 Helmet Split was a relative increase of 2.5x from the initial 50 Helmet Split.
Slayer Defense is too complicated for me to really grasp in mathematical terms. It's basically negating a damage multiplier (that can become pretty massive), so it's certainly extremely important for units that will get hit.
Anyways, so what does this all mean?
It means you don't want to overstack on just one type of "damage boost," Like Additional Attack, Lethal Crit, and Max-Powered Attacks. For the cuts like Dimension Slash and Helmet split, you do want to try and get it as high as possible. Still, it does become ideal to have some of everything because difference sources of increasing damage will stack multiplicatively. However, Max-Powered attack is dangerous on units that doesn't have extremely high counter mitigation or Dimension Slash (or at least range attack). Also remember, that having any Lethal Crit will give a 25% defense cut on crits that stacks multiplicatively to other sources (unless negated by Fatal Resist I guess).
For defenders, the consideration is pretty simple. The goal for a traditional tank is to reach 100 slayer defense and 90 Hardy Physique. Godly and Hardy do not stack and only considers the highest value. Obviously, they want Defense Only and either forward guard or target miss decoy.
The concept of diminishing returns for damage boosts and exponential return for "cuts."
Diminishing returns are probably self explanatory. For boosting effects like lets say, Lethal Critical, the more of it you have, the less relative gains you will have by getting more of it. Let's simplify it and say that Lethal Crit just boosts damage by that percentage. 100 Lethal Crit would mean double damage. But if we add another 100 on top of it, that second 100 turns the total damage from 2x to 3x. That's a 1.5x increase in damage from the previous number, which means the same 100 lethal crit was only half as effective when you already had 100.
Now let's look at "cuts." These include Hardy Physique (90 max), Counter Resist (90 max), Helmet Split (80 max), Dimension Slash (75 max), and the various Barriers (can get immunity with 100 from a single unit). Let's say we have 50 Hardy Physique.. That means you take 0.5x damage. Now let's add another 40 Hardy Physique on top of that to max it out. Now you are taking 0.1x damage. That 40 Hardy Physique was 5 times(!) as effective as the first 50.
Here is the basic damage formula.
( (2*Attack+5) * sqrt(AttackersHP)) / (defense + 5 + sqrt(Land)).
Basically, whatever damage the attack did would be divided by the defense. Let's take a simplified example. Ignoring Land (aka Wall) for now, if you attacked with 1000 damage and they have 100 defense, you would do 10 damage. Now if we use 50 Helmet Split, their defense would be 50, which means we would do 20 damage. Now if we add another 30 Helmet Split, their defense would be 20, which means we do 50 damage. The first 50 Helmet Split was a damage increase of 2x. The second 30 Helmet Split was a relative increase of 2.5x from the initial 50 Helmet Split.
Slayer Defense is too complicated for me to really grasp in mathematical terms. It's basically negating a damage multiplier (that can become pretty massive), so it's certainly extremely important for units that will get hit.
Anyways, so what does this all mean?
It means you don't want to overstack on just one type of "damage boost," Like Additional Attack, Lethal Crit, and Max-Powered Attacks. For the cuts like Dimension Slash and Helmet split, you do want to try and get it as high as possible. Still, it does become ideal to have some of everything because difference sources of increasing damage will stack multiplicatively. However, Max-Powered attack is dangerous on units that doesn't have extremely high counter mitigation or Dimension Slash (or at least range attack). Also remember, that having any Lethal Crit will give a 25% defense cut on crits that stacks multiplicatively to other sources (unless negated by Fatal Resist I guess).
For defenders, the consideration is pretty simple. The goal for a traditional tank is to reach 100 slayer defense and 90 Hardy Physique. Godly and Hardy do not stack and only considers the highest value. Obviously, they want Defense Only and either forward guard or target miss decoy.