Myrielle
Maybe they should put an absolute value to the equation to avoid negative damage.
You can't add absolute value signs because when the calculated amount is negative, you will be doing 1 damage. Adding absolute value signs to the equation would give you:
D = | (1 + [YourCL - TargetCL ] / 2) * (RingDamage) |
Taking the example that SolarInvictus used that can now be found under FAQ (but note that I have added the absolute value signs and final answer in red):
SolarInvictus
Let's take the classic example of a 4.5 walking on to GB and then encounters a 6.6 golem, and since we know that they should at least have a GGG lets use that as the ring they are using.
Damage =
| (1 + [ YourCL - TargetCL ] / 2) * (Ring's Damage)
|
D =
| (1 + [4.5 - 6.6] /2) * (70)
|
D =
| (1 + [-2.1] /2) * (70)
|
D =
| (1 + [-1.05]) * (70)
|
D =
| (-.05) * (70)
|
D =
| -3.5
|
D= 3.5
The problem with this is that a CL 4.5 will only do 1 damage using GGG, not 3.5 damage.
In other words, the damage rounds to the nearest positive whole number (keep in mind that zero is not a positive number), not the absolute value.