Quote Originally Posted by CrimsonRunner View Post
Please elaborate how this works.
It is something you'll come across in many games. The short version would be, when it comes to % reduction, it stacks upon itself.

Let's say that there's a boss that deals 1000 damage with a normal hit. Mathematically we'd use N (or X) for it, but fuck it. This is for demonstration, so we're using a number.

The boss already has -0% Atk from previous debuffs, doing 1000 damage to you. You use a -10% Atk debuff. The boss now does 900 damage (100 less). You're taking 10% less damage from using a -10% debuff.
The boss already has -50% Atk from previous debuffs, doing 500 damage to you. You use a -10% Atk debuff. The boss now does 400 damage (100 less). You're taking 20% less damage from using a -10% debuff.
The boss already has -70% Atk from previous debuffs, doing 300 damage to you. You use a -10% Atk debuff. The boss now does 200 damage (100 less). You're taking ~33% less damage from using a -10% debuff.
The boss already has -90% Atk from previous debuffs, doing 100 damage to you. You use a -10% Atk debuff. The boss now does 0 damage (100 less). You're taking 100% less damage from using a -10% debuff.

As you can see, the more % reduction you've stacked, the better and better it keeps getting. Once you go past 50%, it's especially better.

This is also useful for other games. Like, MMO tanking stats. If you have a game where, at the start of the game, you can only reach a total of 30% parry+dodge in the best gears, everyone will probably laugh at the avoidance stats. But as the game gets more gear, once that 30% starts going past 50%, suddenly avoidance gear starts to be completely broken. And if you reach 90%+, you're going to be trying to squeeze out even a single avoidance stat more, since as you close towards 100%, it just gets absolutely broken. Most games don't allow for this, which is why "diminishing returns" exist.